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/>.
8 /** @file town_cmd.cpp Handling of town tiles. */
12 #include "road_internal.h" /* Cleaning up road bits */
14 #include "landscape.h"
15 #include "viewport_func.h"
16 #include "viewport_kdtree.h"
17 #include "command_func.h"
18 #include "company_func.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"
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"
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"
50 #include "game/game.hpp"
52 #include "landscape_cmd.h"
54 #include "terraform_cmd.h"
55 #include "tunnelbridge_cmd.h"
56 #include "timer/timer.h"
57 #include "timer/timer_game_calendar.h"
58 #include "timer/timer_game_economy.h"
59 #include "timer/timer_game_tick.h"
61 #include "table/strings.h"
62 #include "table/town_land.h"
64 #include "safeguards.h"
66 /* Initialize the town-pool */
67 TownPool
_town_pool("Town");
68 INSTANTIATE_POOL_METHODS(Town
)
71 TownKdtree
_town_kdtree(&Kdtree_TownXYFunc
);
73 void RebuildTownKdtree()
75 std::vector
<TownID
> townids
;
76 for (const Town
*town
: Town::Iterate()) {
77 townids
.push_back(town
->index
);
79 _town_kdtree
.Build(townids
.begin(), townids
.end());
82 /** Set if a town is being generated. */
83 static bool _generating_town
= false;
86 * Check if a town 'owns' a bridge.
87 * Bridges do not directly have an owner, so we check the tiles adjacent to the bridge ends.
88 * If either adjacent tile belongs to the town then it will be assumed that the town built
90 * @param tile The bridge tile to test
91 * @param t The town we are interested in
92 * @return true If town 'owns' a bridge.
94 static bool TestTownOwnsBridge(TileIndex tile
, const Town
*t
)
96 if (!IsTileOwner(tile
, OWNER_TOWN
)) return false;
98 TileIndex adjacent
= tile
+ TileOffsByDiagDir(ReverseDiagDir(GetTunnelBridgeDirection(tile
)));
99 bool town_owned
= IsTileType(adjacent
, MP_ROAD
) && IsTileOwner(adjacent
, OWNER_TOWN
) && GetTownIndex(adjacent
) == t
->index
;
102 /* Or other adjacent road */
103 adjacent
= tile
+ TileOffsByDiagDir(ReverseDiagDir(GetTunnelBridgeDirection(GetOtherTunnelBridgeEnd(tile
))));
104 town_owned
= IsTileType(adjacent
, MP_ROAD
) && IsTileOwner(adjacent
, OWNER_TOWN
) && GetTownIndex(adjacent
) == t
->index
;
112 if (CleaningPool()) return;
114 /* Delete town authority window
115 * and remove from list of sorted towns */
116 CloseWindowById(WC_TOWN_VIEW
, this->index
);
119 /* Check no industry is related to us. */
120 for (const Industry
*i
: Industry::Iterate()) {
121 assert(i
->town
!= this);
124 /* ... and no object is related to us. */
125 for (const Object
*o
: Object::Iterate()) {
126 assert(o
->town
!= this);
128 #endif /* WITH_ASSERT */
130 /* Check no tile is related to us. */
131 for (TileIndex tile
= 0; tile
< Map::Size(); ++tile
) {
132 switch (GetTileType(tile
)) {
134 assert(GetTownIndex(tile
) != this->index
);
138 assert(!HasTownOwnedRoad(tile
) || GetTownIndex(tile
) != this->index
);
141 case MP_TUNNELBRIDGE
:
142 assert(!TestTownOwnsBridge(tile
, this));
150 /* Clear the persistent storage list. */
151 for (auto &psa
: this->psa_list
) {
154 this->psa_list
.clear();
156 DeleteSubsidyWith(SourceType::Town
, this->index
);
157 DeleteNewGRFInspectWindow(GSF_FAKE_TOWNS
, this->index
);
158 CargoPacket::InvalidateAllFrom(SourceType::Town
, this->index
);
159 MarkWholeScreenDirty();
164 * Invalidating of the "nearest town cache" has to be done
165 * after removing item from the pool.
167 void Town::PostDestructor(size_t)
169 InvalidateWindowData(WC_TOWN_DIRECTORY
, 0, TDIWD_FORCE_REBUILD
);
170 UpdateNearestTownForRoadTiles(false);
172 /* Give objects a new home! */
173 for (Object
*o
: Object::Iterate()) {
174 if (o
->town
== nullptr) o
->town
= CalcClosestTownFromTile(o
->location
.tile
, UINT_MAX
);
179 * Assign the town layout.
180 * @param layout The desired layout. If TL_RANDOM, we pick one based on TileHash.
182 void Town::InitializeLayout(TownLayout layout
)
184 if (layout
!= TL_RANDOM
) {
185 this->layout
= layout
;
189 this->layout
= static_cast<TownLayout
>(TileHash(TileX(this->xy
), TileY(this->xy
)) % (NUM_TLS
- 1));
193 * Return a random valid town.
194 * @return A random town, or nullptr if there are no towns.
196 /* static */ Town
*Town::GetRandom()
198 if (Town::GetNumItems() == 0) return nullptr;
199 int num
= RandomRange((uint16_t)Town::GetNumItems());
200 size_t index
= MAX_UVALUE(size_t);
206 /* Make sure we have a valid town */
207 while (!Town::IsValidID(index
)) {
209 assert(index
< Town::GetPoolSize());
213 return Town::Get(index
);
216 void Town::FillCachedName() const
218 this->cached_name
= GetTownName(this);
222 * Get the cost for removing this house.
223 * @return The cost adjusted for inflation, etc.
225 Money
HouseSpec::GetRemovalCost() const
227 return (_price
[PR_CLEAR_HOUSE
] * this->removal_cost
) >> 8;
231 static int _grow_town_result
;
233 /* The possible states of town growth. */
234 enum TownGrowthResult
{
236 GROWTH_SEARCH_STOPPED
= 0
237 // GROWTH_SEARCH_RUNNING >= 1
240 static bool TryBuildTownHouse(Town
*t
, TileIndex tile
);
241 static Town
*CreateRandomTown(uint attempts
, uint32_t townnameparts
, TownSize size
, bool city
, TownLayout layout
);
243 static void TownDrawHouseLift(const TileInfo
*ti
)
245 AddChildSpriteScreen(SPR_LIFT
, PAL_NONE
, 14, 60 - GetLiftPosition(ti
->tile
));
248 typedef void TownDrawTileProc(const TileInfo
*ti
);
249 static TownDrawTileProc
* const _town_draw_tile_procs
[1] = {
254 * Return a random direction
256 * @return a random direction
258 static inline DiagDirection
RandomDiagDir()
260 return (DiagDirection
)(RandomRange(DIAGDIR_END
));
264 * Draw a house and its tile. This is a tile callback routine.
265 * @param ti TileInfo of the tile to draw
267 static void DrawTile_Town(TileInfo
*ti
)
269 HouseID house_id
= GetHouseType(ti
->tile
);
271 if (house_id
>= NEW_HOUSE_OFFSET
) {
272 /* Houses don't necessarily need new graphics. If they don't have a
273 * spritegroup associated with them, then the sprite for the substitute
274 * house id is drawn instead. */
275 if (HouseSpec::Get(house_id
)->grf_prop
.spritegroup
[0] != nullptr) {
276 DrawNewHouseTile(ti
, house_id
);
279 house_id
= HouseSpec::Get(house_id
)->grf_prop
.subst_id
;
283 /* Retrieve pointer to the draw town tile struct */
284 const DrawBuildingsTileStruct
*dcts
= &_town_draw_tile_data
[house_id
<< 4 | TileHash2Bit(ti
->x
, ti
->y
) << 2 | GetHouseBuildingStage(ti
->tile
)];
286 if (ti
->tileh
!= SLOPE_FLAT
) DrawFoundation(ti
, FOUNDATION_LEVELED
);
288 DrawGroundSprite(dcts
->ground
.sprite
, dcts
->ground
.pal
);
290 /* If houses are invisible, do not draw the upper part */
291 if (IsInvisibilitySet(TO_HOUSES
)) return;
293 /* Add a house on top of the ground? */
294 SpriteID image
= dcts
->building
.sprite
;
296 AddSortableSpriteToDraw(image
, dcts
->building
.pal
,
297 ti
->x
+ dcts
->subtile_x
,
298 ti
->y
+ dcts
->subtile_y
,
303 IsTransparencySet(TO_HOUSES
)
306 if (IsTransparencySet(TO_HOUSES
)) return;
310 int proc
= dcts
->draw_proc
- 1;
312 if (proc
>= 0) _town_draw_tile_procs
[proc
](ti
);
316 static int GetSlopePixelZ_Town(TileIndex tile
, uint
, uint
, bool)
318 return GetTileMaxPixelZ(tile
);
322 * Get the foundation for a house. This is a tile callback routine.
323 * @param tile The tile to find a foundation for.
324 * @param tileh The slope of the tile.
326 static Foundation
GetFoundation_Town(TileIndex tile
, Slope tileh
)
328 HouseID hid
= GetHouseType(tile
);
330 /* For NewGRF house tiles we might not be drawing a foundation. We need to
331 * account for this, as other structures should
332 * draw the wall of the foundation in this case.
334 if (hid
>= NEW_HOUSE_OFFSET
) {
335 const HouseSpec
*hs
= HouseSpec::Get(hid
);
336 if (hs
->grf_prop
.spritegroup
[0] != nullptr && HasBit(hs
->callback_mask
, CBM_HOUSE_DRAW_FOUNDATIONS
)) {
337 uint32_t callback_res
= GetHouseCallback(CBID_HOUSE_DRAW_FOUNDATIONS
, 0, 0, hid
, Town::GetByTile(tile
), tile
);
338 if (callback_res
!= CALLBACK_FAILED
&& !ConvertBooleanCallback(hs
->grf_prop
.grffile
, CBID_HOUSE_DRAW_FOUNDATIONS
, callback_res
)) return FOUNDATION_NONE
;
341 return FlatteningFoundation(tileh
);
345 * Animate a tile for a town.
346 * Only certain houses can be animated.
347 * The newhouses animation supersedes regular ones.
348 * @param tile TileIndex of the house to animate.
350 static void AnimateTile_Town(TileIndex tile
)
352 if (GetHouseType(tile
) >= NEW_HOUSE_OFFSET
) {
353 AnimateNewHouseTile(tile
);
357 if (TimerGameTick::counter
& 3) return;
359 /* If the house is not one with a lift anymore, then stop this animating.
360 * Not exactly sure when this happens, but probably when a house changes.
361 * Before this was just a return...so it'd leak animated tiles..
362 * That bug seems to have been here since day 1?? */
363 if (!(HouseSpec::Get(GetHouseType(tile
))->building_flags
& BUILDING_IS_ANIMATED
)) {
364 DeleteAnimatedTile(tile
);
368 if (!LiftHasDestination(tile
)) {
371 /* Building has 6 floors, number 0 .. 6, where 1 is illegal.
372 * This is due to the fact that the first floor is, in the graphics,
373 * the height of 2 'normal' floors.
374 * Furthermore, there are 6 lift positions from floor N (incl) to floor N + 1 (excl) */
377 } while (i
== 1 || i
* 6 == GetLiftPosition(tile
));
379 SetLiftDestination(tile
, i
);
382 int pos
= GetLiftPosition(tile
);
383 int dest
= GetLiftDestination(tile
) * 6;
384 pos
+= (pos
< dest
) ? 1 : -1;
385 SetLiftPosition(tile
, pos
);
389 DeleteAnimatedTile(tile
);
392 MarkTileDirtyByTile(tile
);
396 * Determines if a town is close to a tile.
397 * @param tile TileIndex of the tile to query.
398 * @param dist The maximum distance to be accepted.
399 * @returns true if the tile is within the specified distance.
401 static bool IsCloseToTown(TileIndex tile
, uint dist
)
403 if (_town_kdtree
.Count() == 0) return false;
404 Town
*t
= Town::Get(_town_kdtree
.FindNearest(TileX(tile
), TileY(tile
)));
405 return DistanceManhattan(tile
, t
->xy
) < dist
;
408 /** Resize the sign (label) of the town after it changes population. */
409 void Town::UpdateVirtCoord()
411 Point pt
= RemapCoords2(TileX(this->xy
) * TILE_SIZE
, TileY(this->xy
) * TILE_SIZE
);
413 if (this->cache
.sign
.kdtree_valid
) _viewport_sign_kdtree
.Remove(ViewportSignKdtreeItem::MakeTown(this->index
));
415 SetDParam(0, this->index
);
416 SetDParam(1, this->cache
.population
);
417 this->cache
.sign
.UpdatePosition(pt
.x
, pt
.y
- 24 * ZOOM_BASE
,
418 _settings_client
.gui
.population_in_label
? STR_VIEWPORT_TOWN_POP
: STR_VIEWPORT_TOWN
,
419 STR_VIEWPORT_TOWN_TINY_WHITE
);
421 _viewport_sign_kdtree
.Insert(ViewportSignKdtreeItem::MakeTown(this->index
));
423 SetWindowDirty(WC_TOWN_VIEW
, this->index
);
426 /** Update the virtual coords needed to draw the town sign for all towns. */
427 void UpdateAllTownVirtCoords()
429 for (Town
*t
: Town::Iterate()) {
430 t
->UpdateVirtCoord();
434 /** Clear the cached_name of all towns. */
435 void ClearAllTownCachedNames()
437 for (Town
*t
: Town::Iterate()) {
438 t
->cached_name
.clear();
443 * Change the town's population as recorded in the town cache, town label, and town directory.
444 * @param t The town which has changed.
445 * @param mod The population change (can be positive or negative).
447 static void ChangePopulation(Town
*t
, int mod
)
449 t
->cache
.population
+= mod
;
450 if (_generating_town
) [[unlikely
]] return;
452 InvalidateWindowData(WC_TOWN_VIEW
, t
->index
); // Cargo requirements may appear/vanish for small populations
453 if (_settings_client
.gui
.population_in_label
) t
->UpdateVirtCoord();
455 InvalidateWindowData(WC_TOWN_DIRECTORY
, 0, TDIWD_POPULATION_CHANGE
);
459 * Get the total population, the sum of all towns in the world.
460 * @return The calculated population of the world
462 uint32_t GetWorldPopulation()
465 for (const Town
*t
: Town::Iterate()) pop
+= t
->cache
.population
;
470 * Remove stations from nearby station list if a town is no longer in the catchment area of each.
471 * To improve performance only checks stations that cover the provided house area (doesn't need to contain an actual house).
472 * @param t Town to work on.
473 * @param tile Location of house area (north tile).
474 * @param flags BuildingFlags containing the size of house area.
476 static void RemoveNearbyStations(Town
*t
, TileIndex tile
, BuildingFlags flags
)
478 for (StationList::iterator it
= t
->stations_near
.begin(); it
!= t
->stations_near
.end(); /* incremented inside loop */) {
479 const Station
*st
= *it
;
481 bool covers_area
= st
->TileIsInCatchment(tile
);
482 if (flags
& BUILDING_2_TILES_Y
) covers_area
|= st
->TileIsInCatchment(tile
+ TileDiffXY(0, 1));
483 if (flags
& BUILDING_2_TILES_X
) covers_area
|= st
->TileIsInCatchment(tile
+ TileDiffXY(1, 0));
484 if (flags
& BUILDING_HAS_4_TILES
) covers_area
|= st
->TileIsInCatchment(tile
+ TileDiffXY(1, 1));
486 if (covers_area
&& !st
->CatchmentCoversTown(t
->index
)) {
487 it
= t
->stations_near
.erase(it
);
495 * Helper function for house construction stage progression.
496 * @param tile TileIndex of the house (or parts of it) to construct.
498 static void AdvanceSingleHouseConstruction(TileIndex tile
)
500 assert(IsTileType(tile
, MP_HOUSE
));
502 /* Progress in construction stages */
503 IncHouseConstructionTick(tile
);
504 if (GetHouseConstructionTick(tile
) != 0) return;
506 AnimateNewHouseConstruction(tile
);
508 if (IsHouseCompleted(tile
)) {
509 /* Now that construction is complete, we can add the population of the
510 * building to the town. */
511 ChangePopulation(Town::GetByTile(tile
), HouseSpec::Get(GetHouseType(tile
))->population
);
514 MarkTileDirtyByTile(tile
);
518 * Increase the construction stage of a house.
519 * @param tile The tile of the house under construction.
521 static void AdvanceHouseConstruction(TileIndex tile
)
523 uint flags
= HouseSpec::Get(GetHouseType(tile
))->building_flags
;
524 if (flags
& BUILDING_HAS_1_TILE
) AdvanceSingleHouseConstruction(TileAddXY(tile
, 0, 0));
525 if (flags
& BUILDING_2_TILES_Y
) AdvanceSingleHouseConstruction(TileAddXY(tile
, 0, 1));
526 if (flags
& BUILDING_2_TILES_X
) AdvanceSingleHouseConstruction(TileAddXY(tile
, 1, 0));
527 if (flags
& BUILDING_HAS_4_TILES
) AdvanceSingleHouseConstruction(TileAddXY(tile
, 1, 1));
531 * Generate cargo for a house, scaled by the current economy scale.
532 * @param t The current town.
533 * @param ct Type of cargo to generate, usually CT_PASSENGERS or CT_MAIL.
534 * @param amount The number of cargo units.
535 * @param stations Available stations for this house.
536 * @param affected_by_recession Is this cargo halved during recessions?
538 static void TownGenerateCargo(Town
*t
, CargoID ct
, uint amount
, StationFinder
&stations
, bool affected_by_recession
)
540 if (amount
== 0) return;
542 /* All production is halved during a recession (except for NewGRF-supplied town cargo). */
543 if (affected_by_recession
&& EconomyIsInRecession()) {
544 amount
= (amount
+ 1) >> 1;
547 /* Scale by cargo scale setting. */
548 amount
= ScaleByCargoScale(amount
, true);
550 /* Actually generate cargo and update town statistics. */
551 t
->supplied
[ct
].new_max
+= amount
;
552 t
->supplied
[ct
].new_act
+= MoveGoodsToStation(ct
, amount
, SourceType::Town
, t
->index
, stations
.GetStations());;
556 * Generate cargo for a house using the original algorithm.
557 * @param t The current town.
558 * @param tpe The town production effect.
559 * @param rate The town's product rate for this production.
560 * @param stations Available stations for this house.
562 static void TownGenerateCargoOriginal(Town
*t
, TownProductionEffect tpe
, uint8_t rate
, StationFinder
&stations
)
564 for (const CargoSpec
*cs
: CargoSpec::town_production_cargoes
[tpe
]) {
565 uint32_t r
= Random();
566 if (GB(r
, 0, 8) < rate
) {
567 CargoID cid
= cs
->Index();
568 uint amt
= (GB(r
, 0, 8) * cs
->town_production_multiplier
/ TOWN_PRODUCTION_DIVISOR
) / 8 + 1;
570 TownGenerateCargo(t
, cid
, amt
, stations
, true);
576 * Generate cargo for a house using the binominal algorithm.
577 * @param t The current town.
578 * @param tpe The town production effect.
579 * @param rate The town's product rate for this production.
580 * @param stations Available stations for this house.
582 static void TownGenerateCargoBinominal(Town
*t
, TownProductionEffect tpe
, uint8_t rate
, StationFinder
&stations
)
584 for (const CargoSpec
*cs
: CargoSpec::town_production_cargoes
[tpe
]) {
585 CargoID cid
= cs
->Index();
586 uint32_t r
= Random();
588 /* Make a bitmask with up to 32 bits set, one for each potential pax. */
589 int genmax
= (rate
+ 7) / 8;
590 uint32_t genmask
= (genmax
>= 32) ? 0xFFFFFFFF : ((1 << genmax
) - 1);
592 /* Mask random value by potential pax and count number of actual pax. */
593 uint amt
= CountBits(r
& genmask
) * cs
->town_production_multiplier
/ TOWN_PRODUCTION_DIVISOR
;
595 TownGenerateCargo(t
, cid
, amt
, stations
, true);
600 * Tile callback function.
602 * Tile callback function. Periodic tick handler for the tiles of a town.
603 * @param tile been asked to do its stuff
605 static void TileLoop_Town(TileIndex tile
)
607 HouseID house_id
= GetHouseType(tile
);
609 /* NewHouseTileLoop returns false if Callback 21 succeeded, i.e. the house
610 * doesn't exist any more, so don't continue here. */
611 if (house_id
>= NEW_HOUSE_OFFSET
&& !NewHouseTileLoop(tile
)) return;
613 if (!IsHouseCompleted(tile
)) {
614 /* Construction is not completed, so we advance a construction stage. */
615 AdvanceHouseConstruction(tile
);
619 const HouseSpec
*hs
= HouseSpec::Get(house_id
);
621 /* If the lift has a destination, it is already an animated tile. */
622 if ((hs
->building_flags
& BUILDING_IS_ANIMATED
) &&
623 house_id
< NEW_HOUSE_OFFSET
&&
624 !LiftHasDestination(tile
) &&
626 AddAnimatedTile(tile
);
629 Town
*t
= Town::GetByTile(tile
);
630 uint32_t r
= Random();
632 StationFinder
stations(TileArea(tile
, 1, 1));
634 if (HasBit(hs
->callback_mask
, CBM_HOUSE_PRODUCE_CARGO
)) {
635 for (uint i
= 0; i
< 256; i
++) {
636 uint16_t callback
= GetHouseCallback(CBID_HOUSE_PRODUCE_CARGO
, i
, r
, house_id
, t
, tile
);
638 if (callback
== CALLBACK_FAILED
|| callback
== CALLBACK_HOUSEPRODCARGO_END
) break;
640 CargoID cargo
= GetCargoTranslation(GB(callback
, 8, 7), hs
->grf_prop
.grffile
);
641 if (!IsValidCargoID(cargo
)) continue;
643 uint amt
= GB(callback
, 0, 8);
644 if (amt
== 0) continue;
646 /* NewGRF-supplied town cargos are not affected by recessions. */
647 TownGenerateCargo(t
, cargo
, amt
, stations
, false);
650 switch (_settings_game
.economy
.town_cargogen_mode
) {
652 /* Original (quadratic) cargo generation algorithm */
653 TownGenerateCargoOriginal(t
, TPE_PASSENGERS
, hs
->population
, stations
);
654 TownGenerateCargoOriginal(t
, TPE_MAIL
, hs
->mail_generation
, stations
);
658 /* Binomial distribution per tick, by a series of coin flips */
659 /* Reduce generation rate to a 1/4, using tile bits to spread out distribution.
660 * As tick counter is incremented by 256 between each call, we ignore the lower 8 bits. */
661 if (GB(TimerGameTick::counter
, 8, 2) == GB(tile
.base(), 0, 2)) {
662 TownGenerateCargoBinominal(t
, TPE_PASSENGERS
, hs
->population
, stations
);
663 TownGenerateCargoBinominal(t
, TPE_MAIL
, hs
->mail_generation
, stations
);
672 Backup
<CompanyID
> cur_company(_current_company
, OWNER_TOWN
);
674 if ((hs
->building_flags
& BUILDING_HAS_1_TILE
) &&
675 HasBit(t
->flags
, TOWN_IS_GROWING
) &&
676 CanDeleteHouse(tile
) &&
677 GetHouseAge(tile
) >= hs
->minimum_life
&&
678 --t
->time_until_rebuild
== 0) {
679 t
->time_until_rebuild
= GB(r
, 16, 8) + 192;
681 ClearTownHouse(t
, tile
);
683 /* Rebuild with another house? */
684 if (GB(r
, 24, 8) >= 12) {
685 /* If we are multi-tile houses, make sure to replace the house
686 * closest to city center. If we do not do this, houses tend to
687 * wander away from roads and other houses. */
688 if (hs
->building_flags
& BUILDING_HAS_2_TILES
) {
689 /* House tiles are always the most north tile. Move the new
690 * house to the south if we are north of the city center. */
691 TileIndexDiffC grid_pos
= TileIndexToTileIndexDiffC(t
->xy
, tile
);
692 int x
= Clamp(grid_pos
.x
, 0, 1);
693 int y
= Clamp(grid_pos
.y
, 0, 1);
695 if (hs
->building_flags
& TILE_SIZE_2x2
) {
696 tile
= TileAddXY(tile
, x
, y
);
697 } else if (hs
->building_flags
& TILE_SIZE_1x2
) {
698 tile
= TileAddXY(tile
, 0, y
);
699 } else if (hs
->building_flags
& TILE_SIZE_2x1
) {
700 tile
= TileAddXY(tile
, x
, 0);
704 TryBuildTownHouse(t
, tile
);
708 cur_company
.Restore();
712 * Callback function to clear a house tile.
713 * @param tile The tile to clear.
714 * @param flags Type of operation.
715 * @return The cost of this operation or an error.
717 static CommandCost
ClearTile_Town(TileIndex tile
, DoCommandFlag flags
)
719 if (flags
& DC_AUTO
) return_cmd_error(STR_ERROR_BUILDING_MUST_BE_DEMOLISHED
);
720 if (!CanDeleteHouse(tile
)) return CMD_ERROR
;
722 const HouseSpec
*hs
= HouseSpec::Get(GetHouseType(tile
));
724 CommandCost
cost(EXPENSES_CONSTRUCTION
);
725 cost
.AddCost(hs
->GetRemovalCost());
727 int rating
= hs
->remove_rating_decrease
;
728 Town
*t
= Town::GetByTile(tile
);
730 if (Company::IsValidID(_current_company
)) {
731 if (rating
> t
->ratings
[_current_company
] && !(flags
& DC_NO_TEST_TOWN_RATING
) &&
732 !_cheats
.magic_bulldozer
.value
&& _settings_game
.difficulty
.town_council_tolerance
!= TOWN_COUNCIL_PERMISSIVE
) {
733 SetDParam(0, t
->index
);
734 return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS
);
738 ChangeTownRating(t
, -rating
, RATING_HOUSE_MINIMUM
, flags
);
739 if (flags
& DC_EXEC
) {
740 ClearTownHouse(t
, tile
);
746 static void AddProducedCargo_Town(TileIndex tile
, CargoArray
&produced
)
748 HouseID house_id
= GetHouseType(tile
);
749 const HouseSpec
*hs
= HouseSpec::Get(house_id
);
750 Town
*t
= Town::GetByTile(tile
);
752 if (HasBit(hs
->callback_mask
, CBM_HOUSE_PRODUCE_CARGO
)) {
753 for (uint i
= 0; i
< 256; i
++) {
754 uint16_t callback
= GetHouseCallback(CBID_HOUSE_PRODUCE_CARGO
, i
, 0, house_id
, t
, tile
);
756 if (callback
== CALLBACK_FAILED
|| callback
== CALLBACK_HOUSEPRODCARGO_END
) break;
758 CargoID cargo
= GetCargoTranslation(GB(callback
, 8, 7), hs
->grf_prop
.grffile
);
760 if (!IsValidCargoID(cargo
)) continue;
764 if (hs
->population
> 0) {
765 for (const CargoSpec
*cs
: CargoSpec::town_production_cargoes
[TPE_PASSENGERS
]) {
766 produced
[cs
->Index()]++;
769 if (hs
->mail_generation
> 0) {
770 for (const CargoSpec
*cs
: CargoSpec::town_production_cargoes
[TPE_MAIL
]) {
771 produced
[cs
->Index()]++;
778 * Fill cargo acceptance array and always_accepted mask, if cargo ID is valid.
779 * @param cargo Cargo type to add.
780 * @param amount Amount of cargo to add.
781 * @param[out] acceptance Output array containing amount of cargo accepted.
782 * @param[out] always_accepted Output mask of accepted cargo types.
784 static void AddAcceptedCargoSetMask(CargoID cargo
, uint amount
, CargoArray
&acceptance
, CargoTypes
&always_accepted
)
786 if (!IsValidCargoID(cargo
) || amount
== 0) return;
787 acceptance
[cargo
] += amount
;
788 SetBit(always_accepted
, cargo
);
791 static void AddAcceptedCargo_Town(TileIndex tile
, CargoArray
&acceptance
, CargoTypes
&always_accepted
)
793 const HouseSpec
*hs
= HouseSpec::Get(GetHouseType(tile
));
794 CargoID accepts
[lengthof(hs
->accepts_cargo
)];
796 /* Set the initial accepted cargo types */
797 for (uint8_t i
= 0; i
< lengthof(accepts
); i
++) {
798 accepts
[i
] = hs
->accepts_cargo
[i
];
801 /* Check for custom accepted cargo types */
802 if (HasBit(hs
->callback_mask
, CBM_HOUSE_ACCEPT_CARGO
)) {
803 uint16_t callback
= GetHouseCallback(CBID_HOUSE_ACCEPT_CARGO
, 0, 0, GetHouseType(tile
), Town::GetByTile(tile
), tile
);
804 if (callback
!= CALLBACK_FAILED
) {
805 /* Replace accepted cargo types with translated values from callback */
806 accepts
[0] = GetCargoTranslation(GB(callback
, 0, 5), hs
->grf_prop
.grffile
);
807 accepts
[1] = GetCargoTranslation(GB(callback
, 5, 5), hs
->grf_prop
.grffile
);
808 accepts
[2] = GetCargoTranslation(GB(callback
, 10, 5), hs
->grf_prop
.grffile
);
812 /* Check for custom cargo acceptance */
813 if (HasBit(hs
->callback_mask
, CBM_HOUSE_CARGO_ACCEPTANCE
)) {
814 uint16_t callback
= GetHouseCallback(CBID_HOUSE_CARGO_ACCEPTANCE
, 0, 0, GetHouseType(tile
), Town::GetByTile(tile
), tile
);
815 if (callback
!= CALLBACK_FAILED
) {
816 AddAcceptedCargoSetMask(accepts
[0], GB(callback
, 0, 4), acceptance
, always_accepted
);
817 AddAcceptedCargoSetMask(accepts
[1], GB(callback
, 4, 4), acceptance
, always_accepted
);
818 if (_settings_game
.game_creation
.landscape
!= LT_TEMPERATE
&& HasBit(callback
, 12)) {
819 /* The 'S' bit indicates food instead of goods */
820 AddAcceptedCargoSetMask(GetCargoIDByLabel(CT_FOOD
), GB(callback
, 8, 4), acceptance
, always_accepted
);
822 AddAcceptedCargoSetMask(accepts
[2], GB(callback
, 8, 4), acceptance
, always_accepted
);
828 /* No custom acceptance, so fill in with the default values */
829 for (uint8_t i
= 0; i
< lengthof(accepts
); i
++) {
830 AddAcceptedCargoSetMask(accepts
[i
], hs
->cargo_acceptance
[i
], acceptance
, always_accepted
);
834 static void GetTileDesc_Town(TileIndex tile
, TileDesc
*td
)
836 const HouseID house
= GetHouseType(tile
);
837 const HouseSpec
*hs
= HouseSpec::Get(house
);
838 bool house_completed
= IsHouseCompleted(tile
);
840 td
->str
= hs
->building_name
;
842 uint16_t callback_res
= GetHouseCallback(CBID_HOUSE_CUSTOM_NAME
, house_completed
? 1 : 0, 0, house
, Town::GetByTile(tile
), tile
);
843 if (callback_res
!= CALLBACK_FAILED
&& callback_res
!= 0x400) {
844 if (callback_res
> 0x400) {
845 ErrorUnknownCallbackResult(hs
->grf_prop
.grffile
->grfid
, CBID_HOUSE_CUSTOM_NAME
, callback_res
);
847 StringID new_name
= GetGRFStringID(hs
->grf_prop
.grffile
->grfid
, 0xD000 + callback_res
);
848 if (new_name
!= STR_NULL
&& new_name
!= STR_UNDEFINED
) {
854 if (!house_completed
) {
855 td
->dparam
= td
->str
;
856 td
->str
= STR_LAI_TOWN_INDUSTRY_DESCRIPTION_UNDER_CONSTRUCTION
;
859 if (hs
->grf_prop
.grffile
!= nullptr) {
860 const GRFConfig
*gc
= GetGRFConfig(hs
->grf_prop
.grffile
->grfid
);
861 td
->grf
= gc
->GetName();
864 td
->owner
[0] = OWNER_TOWN
;
867 static TrackStatus
GetTileTrackStatus_Town(TileIndex
, TransportType
, uint
, DiagDirection
)
873 static void ChangeTileOwner_Town(TileIndex
, Owner
, Owner
)
878 static bool GrowTown(Town
*t
);
881 * Handle the town tick for a single town, by growing the town if desired.
882 * @param t The town to try growing.
884 static void TownTickHandler(Town
*t
)
886 if (HasBit(t
->flags
, TOWN_IS_GROWING
)) {
887 int i
= (int)t
->grow_counter
- 1;
892 /* If growth failed wait a bit before retrying */
893 i
= std::min
<uint16_t>(t
->growth_rate
, Ticks::TOWN_GROWTH_TICKS
- 1);
900 /** Iterate through all towns and call their tick handler. */
903 if (_game_mode
== GM_EDITOR
) return;
905 for (Town
*t
: Town::Iterate()) {
911 * Return the RoadBits of a tile, ignoring depot and bay road stops.
912 * @param tile The tile to check.
913 * @return The roadbits of the given tile.
915 static RoadBits
GetTownRoadBits(TileIndex tile
)
917 if (IsRoadDepotTile(tile
) || IsBayRoadStopTile(tile
)) return ROAD_NONE
;
919 return GetAnyRoadBits(tile
, RTT_ROAD
, true);
923 * Get the road type that towns should build at this current moment.
924 * They may have built a different type in the past.
926 RoadType
GetTownRoadType()
928 RoadType best_rt
= ROADTYPE_ROAD
;
929 const RoadTypeInfo
*best
= nullptr;
930 const uint16_t assume_max_speed
= 50;
932 for (RoadType rt
= ROADTYPE_BEGIN
; rt
!= ROADTYPE_END
; rt
++) {
933 if (RoadTypeIsTram(rt
)) continue;
935 const RoadTypeInfo
*rti
= GetRoadTypeInfo(rt
);
937 /* Unused road type. */
938 if (rti
->label
== 0) continue;
940 /* Can town build this road. */
941 if (!HasBit(rti
->flags
, ROTF_TOWN_BUILD
)) continue;
943 /* Not yet introduced at this date. */
944 if (IsInsideMM(rti
->introduction_date
, 0, CalendarTime::MAX_DATE
.base()) && rti
->introduction_date
> TimerGameCalendar::date
) continue;
946 if (best
!= nullptr) {
947 if ((rti
->max_speed
== 0 ? assume_max_speed
: rti
->max_speed
) < (best
->max_speed
== 0 ? assume_max_speed
: best
->max_speed
)) continue;
958 * Get the calendar date of the earliest town-buildable road type.
959 * @return introduction date of earliest road type, or INT32_MAX if none available.
961 static TimerGameCalendar::Date
GetTownRoadTypeFirstIntroductionDate()
963 const RoadTypeInfo
*best
= nullptr;
964 for (RoadType rt
= ROADTYPE_BEGIN
; rt
!= ROADTYPE_END
; rt
++) {
965 if (RoadTypeIsTram(rt
)) continue;
966 const RoadTypeInfo
*rti
= GetRoadTypeInfo(rt
);
967 if (rti
->label
== 0) continue; // Unused road type.
968 if (!HasBit(rti
->flags
, ROTF_TOWN_BUILD
)) continue; // Town can't build this road type.
970 if (best
!= nullptr && rti
->introduction_date
>= best
->introduction_date
) continue;
974 if (best
== nullptr) return INT32_MAX
;
975 return best
->introduction_date
;
979 * Check if towns are able to build road.
980 * @return true iff the towns are currently able to build road.
982 bool CheckTownRoadTypes()
984 auto min_date
= GetTownRoadTypeFirstIntroductionDate();
985 if (min_date
<= TimerGameCalendar::date
) return true;
987 if (min_date
< INT32_MAX
) {
988 SetDParam(0, min_date
);
989 ShowErrorMessage(STR_ERROR_NO_TOWN_ROADTYPES_AVAILABLE_YET
, STR_ERROR_NO_TOWN_ROADTYPES_AVAILABLE_YET_EXPLANATION
, WL_CRITICAL
);
991 ShowErrorMessage(STR_ERROR_NO_TOWN_ROADTYPES_AVAILABLE_AT_ALL
, STR_ERROR_NO_TOWN_ROADTYPES_AVAILABLE_AT_ALL_EXPLANATION
, WL_CRITICAL
);
997 * Check for parallel road inside a given distance.
998 * Assuming a road from (tile - TileOffsByDiagDir(dir)) to tile,
999 * is there a parallel road left or right of it within distance dist_multi?
1001 * @param tile The current tile.
1002 * @param dir The target direction.
1003 * @param dist_multi The distance multiplier.
1004 * @return true if there is a parallel road.
1006 static bool IsNeighborRoadTile(TileIndex tile
, const DiagDirection dir
, uint dist_multi
)
1008 if (!IsValidTile(tile
)) return false;
1010 /* Lookup table for the used diff values */
1011 const TileIndexDiff tid_lt
[3] = {
1012 TileOffsByDiagDir(ChangeDiagDir(dir
, DIAGDIRDIFF_90RIGHT
)),
1013 TileOffsByDiagDir(ChangeDiagDir(dir
, DIAGDIRDIFF_90LEFT
)),
1014 TileOffsByDiagDir(ReverseDiagDir(dir
)),
1017 dist_multi
= (dist_multi
+ 1) * 4;
1018 for (uint pos
= 4; pos
< dist_multi
; pos
++) {
1019 /* Go (pos / 4) tiles to the left or the right */
1020 TileIndexDiff cur
= tid_lt
[(pos
& 1) ? 0 : 1] * (pos
/ 4);
1022 /* Use the current tile as origin, or go one tile backwards */
1023 if (pos
& 2) cur
+= tid_lt
[2];
1025 /* Test for roadbit parallel to dir and facing towards the middle axis */
1026 if (IsValidTile(tile
+ cur
) &&
1027 GetTownRoadBits(TileAdd(tile
, cur
)) & DiagDirToRoadBits((pos
& 2) ? dir
: ReverseDiagDir(dir
))) return true;
1033 * Check if a Road is allowed on a given tile.
1035 * @param t The current town.
1036 * @param tile The target tile.
1037 * @param dir The direction in which we want to extend the town.
1038 * @return true if it is allowed.
1040 static bool IsRoadAllowedHere(Town
*t
, TileIndex tile
, DiagDirection dir
)
1042 if (DistanceFromEdge(tile
) == 0) return false;
1044 /* Prevent towns from building roads under bridges along the bridge. Looks silly. */
1045 if (IsBridgeAbove(tile
) && GetBridgeAxis(tile
) == DiagDirToAxis(dir
)) return false;
1047 /* Check if there already is a road at this point? */
1048 if (GetTownRoadBits(tile
) == ROAD_NONE
) {
1049 /* No, try if we are able to build a road piece there.
1050 * If that fails clear the land, and if that fails exit.
1051 * This is to make sure that we can build a road here later. */
1052 RoadType rt
= GetTownRoadType();
1053 if (Command
<CMD_BUILD_ROAD
>::Do(DC_AUTO
| DC_NO_WATER
, tile
, (dir
== DIAGDIR_NW
|| dir
== DIAGDIR_SE
) ? ROAD_Y
: ROAD_X
, rt
, DRD_NONE
, 0).Failed() &&
1054 Command
<CMD_LANDSCAPE_CLEAR
>::Do(DC_AUTO
| DC_NO_WATER
, tile
).Failed()) {
1059 Slope cur_slope
= _settings_game
.construction
.build_on_slopes
? std::get
<0>(GetFoundationSlope(tile
)) : GetTileSlope(tile
);
1060 bool ret
= !IsNeighborRoadTile(tile
, dir
, t
->layout
== TL_ORIGINAL
? 1 : 2);
1061 if (cur_slope
== SLOPE_FLAT
) return ret
;
1063 /* If the tile is not a slope in the right direction, then
1064 * maybe terraform some. */
1065 Slope desired_slope
= (dir
== DIAGDIR_NW
|| dir
== DIAGDIR_SE
) ? SLOPE_NW
: SLOPE_NE
;
1066 if (desired_slope
!= cur_slope
&& ComplementSlope(desired_slope
) != cur_slope
) {
1067 if (Chance16(1, 8)) {
1068 CommandCost res
= CMD_ERROR
;
1069 if (!_generating_world
&& Chance16(1, 10)) {
1070 /* Note: Do not replace "^ SLOPE_ELEVATED" with ComplementSlope(). The slope might be steep. */
1071 res
= std::get
<0>(Command
<CMD_TERRAFORM_LAND
>::Do(DC_EXEC
| DC_AUTO
| DC_NO_WATER
,
1072 tile
, Chance16(1, 16) ? cur_slope
: cur_slope
^ SLOPE_ELEVATED
, false));
1074 if (res
.Failed() && Chance16(1, 3)) {
1075 /* We can consider building on the slope, though. */
1084 static bool TerraformTownTile(TileIndex tile
, Slope edges
, bool dir
)
1086 assert(tile
< Map::Size());
1088 CommandCost r
= std::get
<0>(Command
<CMD_TERRAFORM_LAND
>::Do(DC_AUTO
| DC_NO_WATER
, tile
, edges
, dir
));
1089 if (r
.Failed() || r
.GetCost() >= (_price
[PR_TERRAFORM
] + 2) * 8) return false;
1090 Command
<CMD_TERRAFORM_LAND
>::Do(DC_AUTO
| DC_NO_WATER
| DC_EXEC
, tile
, edges
, dir
);
1094 static void LevelTownLand(TileIndex tile
)
1096 assert(tile
< Map::Size());
1098 /* Don't terraform if land is plain or if there's a house there. */
1099 if (IsTileType(tile
, MP_HOUSE
)) return;
1100 Slope tileh
= GetTileSlope(tile
);
1101 if (tileh
== SLOPE_FLAT
) return;
1103 /* First try up, then down */
1104 if (!TerraformTownTile(tile
, ~tileh
& SLOPE_ELEVATED
, true)) {
1105 TerraformTownTile(tile
, tileh
& SLOPE_ELEVATED
, false);
1110 * Generate the RoadBits of a grid tile.
1112 * @param t The current town.
1113 * @param tile The tile in reference to the town.
1114 * @param dir The direction to which we are growing.
1115 * @return The RoadBit of the current tile regarding the selected town layout.
1117 static RoadBits
GetTownRoadGridElement(Town
*t
, TileIndex tile
, DiagDirection dir
)
1119 /* align the grid to the downtown */
1120 TileIndexDiffC grid_pos
= TileIndexToTileIndexDiffC(t
->xy
, tile
); // Vector from downtown to the tile
1121 RoadBits rcmd
= ROAD_NONE
;
1123 switch (t
->layout
) {
1124 default: NOT_REACHED();
1127 if ((grid_pos
.x
% 3) == 0) rcmd
|= ROAD_Y
;
1128 if ((grid_pos
.y
% 3) == 0) rcmd
|= ROAD_X
;
1132 if ((grid_pos
.x
% 4) == 0) rcmd
|= ROAD_Y
;
1133 if ((grid_pos
.y
% 4) == 0) rcmd
|= ROAD_X
;
1137 /* Optimise only X-junctions */
1138 if (rcmd
!= ROAD_ALL
) return rcmd
;
1140 RoadBits rb_template
;
1142 switch (GetTileSlope(tile
)) {
1143 default: rb_template
= ROAD_ALL
; break;
1144 case SLOPE_W
: rb_template
= ROAD_NW
| ROAD_SW
; break;
1145 case SLOPE_SW
: rb_template
= ROAD_Y
| ROAD_SW
; break;
1146 case SLOPE_S
: rb_template
= ROAD_SW
| ROAD_SE
; break;
1147 case SLOPE_SE
: rb_template
= ROAD_X
| ROAD_SE
; break;
1148 case SLOPE_E
: rb_template
= ROAD_SE
| ROAD_NE
; break;
1149 case SLOPE_NE
: rb_template
= ROAD_Y
| ROAD_NE
; break;
1150 case SLOPE_N
: rb_template
= ROAD_NE
| ROAD_NW
; break;
1151 case SLOPE_NW
: rb_template
= ROAD_X
| ROAD_NW
; break;
1156 rb_template
= ROAD_NONE
;
1160 /* Stop if the template is compatible to the growth dir */
1161 if (DiagDirToRoadBits(ReverseDiagDir(dir
)) & rb_template
) return rb_template
;
1162 /* If not generate a straight road in the direction of the growth */
1163 return DiagDirToRoadBits(dir
) | DiagDirToRoadBits(ReverseDiagDir(dir
));
1167 * Grows the town with an extra house.
1168 * Check if there are enough neighbor house tiles
1169 * next to the current tile. If there are enough
1170 * add another house.
1172 * @param t The current town.
1173 * @param tile The target tile for the extra house.
1174 * @return true if an extra house has been added.
1176 static bool GrowTownWithExtraHouse(Town
*t
, TileIndex tile
)
1178 /* We can't look further than that. */
1179 if (DistanceFromEdge(tile
) == 0) return false;
1181 uint counter
= 0; // counts the house neighbor tiles
1183 /* Check the tiles E,N,W and S of the current tile for houses */
1184 for (DiagDirection dir
= DIAGDIR_BEGIN
; dir
< DIAGDIR_END
; dir
++) {
1185 /* Count both void and house tiles for checking whether there
1186 * are enough houses in the area. This to make it likely that
1187 * houses get build up to the edge of the map. */
1188 switch (GetTileType(TileAddByDiagDir(tile
, dir
))) {
1198 /* If there are enough neighbors stop here */
1200 if (TryBuildTownHouse(t
, tile
)) {
1201 _grow_town_result
= GROWTH_SUCCEED
;
1211 * Grows the town with a road piece.
1213 * @param t The current town.
1214 * @param tile The current tile.
1215 * @param rcmd The RoadBits we want to build on the tile.
1216 * @return true if the RoadBits have been added.
1218 static bool GrowTownWithRoad(const Town
*t
, TileIndex tile
, RoadBits rcmd
)
1220 RoadType rt
= GetTownRoadType();
1221 if (Command
<CMD_BUILD_ROAD
>::Do(DC_EXEC
| DC_AUTO
| DC_NO_WATER
, tile
, rcmd
, rt
, DRD_NONE
, t
->index
).Succeeded()) {
1222 _grow_town_result
= GROWTH_SUCCEED
;
1229 * Checks if a town road can be continued into the next tile.
1230 * Road vehicle stations, bridges, and tunnels are fine, as long as they are facing the right direction.
1232 * @param t The current town
1233 * @param tile The tile where the road would be built
1234 * @param road_dir The direction of the road
1235 * @return true if the road can be continued, else false
1237 static bool CanRoadContinueIntoNextTile(const Town
*t
, const TileIndex tile
, const DiagDirection road_dir
)
1239 const TileIndexDiff delta
= TileOffsByDiagDir(road_dir
); // +1 tile in the direction of the road
1240 TileIndex next_tile
= tile
+ delta
; // The tile beyond which must be connectable to the target tile
1241 RoadBits rcmd
= DiagDirToRoadBits(ReverseDiagDir(road_dir
));
1242 RoadType rt
= GetTownRoadType();
1244 /* Before we try anything, make sure the tile is on the map and not the void. */
1245 if (!IsValidTile(next_tile
)) return false;
1247 /* If the next tile is a bridge or tunnel, allow if it's continuing in the same direction. */
1248 if (IsTileType(next_tile
, MP_TUNNELBRIDGE
)) {
1249 return GetTunnelBridgeTransportType(next_tile
) == TRANSPORT_ROAD
&& GetTunnelBridgeDirection(next_tile
) == road_dir
;
1252 /* If the next tile is a station, allow if it's a road station facing the proper direction. Otherwise return false. */
1253 if (IsTileType(next_tile
, MP_STATION
)) {
1254 /* If the next tile is a road station, allow if it can be entered by the new tunnel/bridge, otherwise disallow. */
1255 if (IsDriveThroughStopTile(next_tile
)) return GetDriveThroughStopAxis(next_tile
) == DiagDirToAxis(road_dir
);
1256 if (IsBayRoadStopTile(next_tile
)) return GetBayRoadStopDir(next_tile
) == ReverseDiagDir(road_dir
);
1260 /* If the next tile is a road depot, allow if it's facing the right way. */
1261 if (IsTileType(next_tile
, MP_ROAD
)) {
1262 return IsRoadDepot(next_tile
) && GetRoadDepotDirection(next_tile
) == ReverseDiagDir(road_dir
);
1265 /* If the next tile is a railroad track, check if towns are allowed to build level crossings.
1266 * If level crossing are not allowed, reject the construction. Else allow DoCommand to determine if the rail track is buildable. */
1267 if (IsTileType(next_tile
, MP_RAILWAY
) && !_settings_game
.economy
.allow_town_level_crossings
) return false;
1269 /* If a road tile can be built, the construction is allowed. */
1270 return Command
<CMD_BUILD_ROAD
>::Do(DC_AUTO
| DC_NO_WATER
, next_tile
, rcmd
, rt
, DRD_NONE
, t
->index
).Succeeded();
1274 * CircularTileSearch proc which checks for a nearby parallel bridge to avoid building redundant bridges.
1275 * @param tile The tile to search.
1276 * @param user_data Reference to the valid direction of the proposed bridge.
1277 * @return true if another bridge exists, else false.
1279 static bool RedundantBridgeExistsNearby(TileIndex tile
, void *user_data
)
1281 /* Don't look into the void. */
1282 if (!IsValidTile(tile
)) return false;
1284 /* Only consider bridge head tiles. */
1285 if (!IsBridgeTile(tile
)) return false;
1287 /* Only consider road bridges. */
1288 if (GetTunnelBridgeTransportType(tile
) != TRANSPORT_ROAD
) return false;
1290 /* If the bridge is facing the same direction as the proposed bridge, we've found a redundant bridge. */
1291 return (GetTileSlope(tile
) & InclinedSlope(ReverseDiagDir(*(DiagDirection
*)user_data
)));
1295 * Grows the town with a bridge.
1296 * At first we check if a bridge is reasonable.
1297 * If so we check if we are able to build it.
1299 * @param t The current town
1300 * @param tile The current tile
1301 * @param bridge_dir The valid direction in which to grow a bridge
1302 * @return true if a bridge has been build else false
1304 static bool GrowTownWithBridge(const Town
*t
, const TileIndex tile
, const DiagDirection bridge_dir
)
1306 assert(bridge_dir
< DIAGDIR_END
);
1308 const Slope slope
= GetTileSlope(tile
);
1310 /* Make sure the direction is compatible with the slope.
1311 * Well we check if the slope has an up bit set in the
1312 * reverse direction. */
1313 if (slope
!= SLOPE_FLAT
&& slope
& InclinedSlope(bridge_dir
)) return false;
1315 /* Assure that the bridge is connectable to the start side */
1316 if (!(GetTownRoadBits(TileAddByDiagDir(tile
, ReverseDiagDir(bridge_dir
))) & DiagDirToRoadBits(bridge_dir
))) return false;
1318 /* We are in the right direction */
1319 uint bridge_length
= 0; // This value stores the length of the possible bridge
1320 TileIndex bridge_tile
= tile
; // Used to store the other waterside
1322 const TileIndexDiff delta
= TileOffsByDiagDir(bridge_dir
);
1324 /* To prevent really small towns from building disproportionately
1325 * long bridges, make the max a function of its population. */
1326 const uint TOWN_BRIDGE_LENGTH_CAP
= 11;
1327 uint base_bridge_length
= 5;
1328 uint max_bridge_length
= std::min(t
->cache
.population
/ 1000 + base_bridge_length
, TOWN_BRIDGE_LENGTH_CAP
);
1330 if (slope
== SLOPE_FLAT
) {
1331 /* Bridges starting on flat tiles are only allowed when crossing rivers, rails or one-way roads. */
1333 if (bridge_length
++ >= base_bridge_length
) {
1334 /* Allow to cross rivers, not big lakes, nor large amounts of rails or one-way roads. */
1337 bridge_tile
+= delta
;
1338 } while (IsValidTile(bridge_tile
) && ((IsWaterTile(bridge_tile
) && !IsSea(bridge_tile
)) || IsPlainRailTile(bridge_tile
) || (IsNormalRoadTile(bridge_tile
) && GetDisallowedRoadDirections(bridge_tile
) != DRD_NONE
)));
1341 if (bridge_length
++ >= max_bridge_length
) {
1342 /* Ensure the bridge is not longer than the max allowed length. */
1345 bridge_tile
+= delta
;
1346 } while (IsValidTile(bridge_tile
) && (IsWaterTile(bridge_tile
) || IsPlainRailTile(bridge_tile
) || (IsNormalRoadTile(bridge_tile
) && GetDisallowedRoadDirections(bridge_tile
) != DRD_NONE
)));
1349 /* Don't allow a bridge where the start and end tiles are adjacent with no span between. */
1350 if (bridge_length
== 1) return false;
1352 /* Make sure the road can be continued past the bridge. At this point, bridge_tile holds the end tile of the bridge. */
1353 if (!CanRoadContinueIntoNextTile(t
, bridge_tile
, bridge_dir
)) return false;
1355 /* If another parallel bridge exists nearby, this one would be redundant and shouldn't be built. We don't care about flat bridges. */
1356 TileIndex search
= tile
;
1357 DiagDirection direction_to_match
= bridge_dir
;
1358 if (slope
!= SLOPE_FLAT
&& CircularTileSearch(&search
, bridge_length
, 0, 0, RedundantBridgeExistsNearby
, &direction_to_match
)) return false;
1360 for (uint8_t times
= 0; times
<= 22; times
++) {
1361 uint8_t bridge_type
= RandomRange(MAX_BRIDGES
- 1);
1363 /* Can we actually build the bridge? */
1364 RoadType rt
= GetTownRoadType();
1365 if (Command
<CMD_BUILD_BRIDGE
>::Do(CommandFlagsToDCFlags(GetCommandFlags
<CMD_BUILD_BRIDGE
>()), tile
, bridge_tile
, TRANSPORT_ROAD
, bridge_type
, rt
).Succeeded()) {
1366 Command
<CMD_BUILD_BRIDGE
>::Do(DC_EXEC
| CommandFlagsToDCFlags(GetCommandFlags
<CMD_BUILD_BRIDGE
>()), tile
, bridge_tile
, TRANSPORT_ROAD
, bridge_type
, rt
);
1367 _grow_town_result
= GROWTH_SUCCEED
;
1371 /* Quit if it selecting an appropriate bridge type fails a large number of times. */
1376 * Grows the town with a tunnel.
1377 * First we check if a tunnel is reasonable.
1378 * If so we check if we are able to build it.
1380 * @param t The current town
1381 * @param tile The current tile
1382 * @param tunnel_dir The valid direction in which to grow a tunnel
1383 * @return true if a tunnel has been built, else false
1385 static bool GrowTownWithTunnel(const Town
*t
, const TileIndex tile
, const DiagDirection tunnel_dir
)
1387 assert(tunnel_dir
< DIAGDIR_END
);
1389 Slope slope
= GetTileSlope(tile
);
1391 /* Only consider building a tunnel if the starting tile is sloped properly. */
1392 if (slope
!= InclinedSlope(tunnel_dir
)) return false;
1394 /* Assure that the tunnel is connectable to the start side */
1395 if (!(GetTownRoadBits(TileAddByDiagDir(tile
, ReverseDiagDir(tunnel_dir
))) & DiagDirToRoadBits(tunnel_dir
))) return false;
1397 const TileIndexDiff delta
= TileOffsByDiagDir(tunnel_dir
);
1398 int max_tunnel_length
= 0;
1400 /* There are two conditions for building tunnels: Under a mountain and under an obstruction. */
1401 if (CanRoadContinueIntoNextTile(t
, tile
, tunnel_dir
)) {
1402 /* 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. */
1403 TileIndex slope_tile
= tile
;
1404 for (uint8_t tiles
= 0; tiles
< 4; tiles
++) {
1405 if (!IsValidTile(slope_tile
)) return false;
1406 slope
= GetTileSlope(slope_tile
);
1407 if (slope
!= InclinedSlope(tunnel_dir
) && !IsSteepSlope(slope
) && !IsSlopeWithOneCornerRaised(slope
)) return false;
1408 slope_tile
+= delta
;
1411 /* More population means longer tunnels, but make sure we can at least cover the smallest mountain which neccesitates tunneling. */
1412 max_tunnel_length
= (t
->cache
.population
/ 1000) + 7;
1414 /* When tunneling under an obstruction, the length limit is 5, enough to tunnel under a four-track railway. */
1415 max_tunnel_length
= 5;
1418 uint8_t tunnel_length
= 0;
1419 TileIndex tunnel_tile
= tile
; // Iteratator to store the other end tile of the tunnel.
1421 /* Find the end tile of the tunnel for length and continuation checks. */
1423 if (tunnel_length
++ >= max_tunnel_length
) return false;
1424 tunnel_tile
+= delta
;
1425 /* The tunnel ends when start and end tiles are the same height. */
1426 } while (IsValidTile(tunnel_tile
) && GetTileZ(tile
) != GetTileZ(tunnel_tile
));
1428 /* Don't allow a tunnel where the start and end tiles are adjacent. */
1429 if (tunnel_length
== 1) return false;
1431 /* Make sure the road can be continued past the tunnel. At this point, tunnel_tile holds the end tile of the tunnel. */
1432 if (!CanRoadContinueIntoNextTile(t
, tunnel_tile
, tunnel_dir
)) return false;
1434 /* Attempt to build the tunnel. Return false if it fails to let the town build a road instead. */
1435 RoadType rt
= GetTownRoadType();
1436 if (Command
<CMD_BUILD_TUNNEL
>::Do(CommandFlagsToDCFlags(GetCommandFlags
<CMD_BUILD_TUNNEL
>()), tile
, TRANSPORT_ROAD
, rt
).Succeeded()) {
1437 Command
<CMD_BUILD_TUNNEL
>::Do(DC_EXEC
| CommandFlagsToDCFlags(GetCommandFlags
<CMD_BUILD_TUNNEL
>()), tile
, TRANSPORT_ROAD
, rt
);
1438 _grow_town_result
= GROWTH_SUCCEED
;
1446 * Checks whether at least one surrounding road allows to build a house here.
1448 * @param t The tile where the house will be built.
1449 * @return true if at least one surrounding roadtype allows building houses here.
1451 static inline bool RoadTypesAllowHouseHere(TileIndex t
)
1453 static const TileIndexDiffC tiles
[] = { {-1, -1}, {-1, 0}, {-1, 1}, {0, -1}, {0, 1}, {1, -1}, {1, 0}, {1, 1} };
1456 for (const auto &ptr
: tiles
) {
1457 TileIndex cur_tile
= t
+ ToTileIndexDiff(ptr
);
1458 if (!IsValidTile(cur_tile
)) continue;
1460 if (!(IsTileType(cur_tile
, MP_ROAD
) || IsAnyRoadStopTile(cur_tile
))) continue;
1463 RoadType road_rt
= GetRoadTypeRoad(cur_tile
);
1464 RoadType tram_rt
= GetRoadTypeTram(cur_tile
);
1465 if (road_rt
!= INVALID_ROADTYPE
&& !HasBit(GetRoadTypeInfo(road_rt
)->flags
, ROTF_NO_HOUSES
)) return true;
1466 if (tram_rt
!= INVALID_ROADTYPE
&& !HasBit(GetRoadTypeInfo(tram_rt
)->flags
, ROTF_NO_HOUSES
)) return true;
1469 /* If no road was found surrounding the tile we can allow building the house since there is
1470 * nothing which forbids it, if a road was found but the execution reached this point, then
1471 * all the found roads don't allow houses to be built */
1475 /** Test if town can grow road onto a specific tile.
1476 * @param tile Tile to build upon.
1477 * @return true iff the tile's road type don't prevent extending the road.
1479 static bool TownCanGrowRoad(TileIndex tile
)
1481 if (!IsTileType(tile
, MP_ROAD
)) return true;
1483 /* Allow extending on roadtypes which can be built by town, or if the road type matches the type the town will build. */
1484 RoadType rt
= GetRoadTypeRoad(tile
);
1485 return HasBit(GetRoadTypeInfo(rt
)->flags
, ROTF_TOWN_BUILD
) || GetTownRoadType() == rt
;
1489 * Check if the town is allowed to build roads.
1490 * @return true If the town is allowed to build roads.
1492 static inline bool TownAllowedToBuildRoads()
1494 return _settings_game
.economy
.allow_town_roads
|| _generating_world
|| _game_mode
== GM_EDITOR
;
1498 * Grows the given town.
1499 * There are at the moment 3 possible way's for
1500 * the town expansion:
1501 * @li Generate a random tile and check if there is a road allowed
1503 * @li TL_BETTER_ROADS
1504 * @li Check if the town geometry allows a road and which one
1507 * @li Forbid roads, only build houses
1509 * @param tile_ptr The current tile
1510 * @param cur_rb The current tiles RoadBits
1511 * @param target_dir The target road dir
1512 * @param t1 The current town
1514 static void GrowTownInTile(TileIndex
*tile_ptr
, RoadBits cur_rb
, DiagDirection target_dir
, Town
*t1
)
1516 RoadBits rcmd
= ROAD_NONE
; // RoadBits for the road construction command
1517 TileIndex tile
= *tile_ptr
; // The main tile on which we base our growth
1519 assert(tile
< Map::Size());
1521 if (cur_rb
== ROAD_NONE
) {
1522 /* Tile has no road. First reset the status counter
1523 * to say that this is the last iteration. */
1524 _grow_town_result
= GROWTH_SEARCH_STOPPED
;
1526 if (!TownAllowedToBuildRoads()) return;
1527 if (!_settings_game
.economy
.allow_town_level_crossings
&& IsTileType(tile
, MP_RAILWAY
)) return;
1529 /* Remove hills etc */
1530 if (!_settings_game
.construction
.build_on_slopes
|| Chance16(1, 6)) LevelTownLand(tile
);
1532 /* Is a road allowed here? */
1533 switch (t1
->layout
) {
1534 default: NOT_REACHED();
1538 rcmd
= GetTownRoadGridElement(t1
, tile
, target_dir
);
1539 if (rcmd
== ROAD_NONE
) return;
1542 case TL_BETTER_ROADS
:
1544 if (!IsRoadAllowedHere(t1
, tile
, target_dir
)) return;
1546 DiagDirection source_dir
= ReverseDiagDir(target_dir
);
1548 if (Chance16(1, 4)) {
1549 /* Randomize a new target dir */
1550 do target_dir
= RandomDiagDir(); while (target_dir
== source_dir
);
1553 if (!IsRoadAllowedHere(t1
, TileAddByDiagDir(tile
, target_dir
), target_dir
)) {
1554 /* A road is not allowed to continue the randomized road,
1555 * return if the road we're trying to build is curved. */
1556 if (target_dir
!= ReverseDiagDir(source_dir
)) return;
1558 /* Return if neither side of the new road is a house */
1559 if (!IsTileType(TileAddByDiagDir(tile
, ChangeDiagDir(target_dir
, DIAGDIRDIFF_90RIGHT
)), MP_HOUSE
) &&
1560 !IsTileType(TileAddByDiagDir(tile
, ChangeDiagDir(target_dir
, DIAGDIRDIFF_90LEFT
)), MP_HOUSE
)) {
1564 /* That means that the road is only allowed if there is a house
1565 * at any side of the new road. */
1568 rcmd
= DiagDirToRoadBits(target_dir
) | DiagDirToRoadBits(source_dir
);
1572 } else if (target_dir
< DIAGDIR_END
&& !(cur_rb
& DiagDirToRoadBits(ReverseDiagDir(target_dir
)))) {
1573 if (!TownCanGrowRoad(tile
)) return;
1575 /* Continue building on a partial road.
1576 * Should be always OK, so we only generate
1577 * the fitting RoadBits */
1578 _grow_town_result
= GROWTH_SEARCH_STOPPED
;
1580 if (!TownAllowedToBuildRoads()) return;
1582 switch (t1
->layout
) {
1583 default: NOT_REACHED();
1587 rcmd
= GetTownRoadGridElement(t1
, tile
, target_dir
);
1590 case TL_BETTER_ROADS
:
1592 rcmd
= DiagDirToRoadBits(ReverseDiagDir(target_dir
));
1596 bool allow_house
= true; // Value which decides if we want to construct a house
1598 /* Reached a tunnel/bridge? Then continue at the other side of it, unless
1599 * it is the starting tile. Half the time, we stay on this side then.*/
1600 if (IsTileType(tile
, MP_TUNNELBRIDGE
)) {
1601 if (GetTunnelBridgeTransportType(tile
) == TRANSPORT_ROAD
&& (target_dir
!= DIAGDIR_END
|| Chance16(1, 2))) {
1602 *tile_ptr
= GetOtherTunnelBridgeEnd(tile
);
1607 /* Possibly extend the road in a direction.
1608 * Randomize a direction and if it has a road, bail out. */
1609 target_dir
= RandomDiagDir();
1610 RoadBits target_rb
= DiagDirToRoadBits(target_dir
);
1611 TileIndex house_tile
; // position of a possible house
1613 if (cur_rb
& target_rb
) {
1614 /* If it's a road turn possibly build a house in a corner.
1615 * Use intersection with straight road as an indicator
1616 * that we randomed corner house position.
1617 * A turn (and we check for that later) always has only
1618 * one common bit with a straight road so it has the same
1619 * chance to be chosen as the house on the side of a road.
1621 if ((cur_rb
& ROAD_X
) != target_rb
) return;
1623 /* Check whether it is a turn and if so determine
1624 * position of the corner tile */
1627 house_tile
= TileAddByDir(tile
, DIR_S
);
1630 house_tile
= TileAddByDir(tile
, DIR_N
);
1633 house_tile
= TileAddByDir(tile
, DIR_W
);
1636 house_tile
= TileAddByDir(tile
, DIR_E
);
1639 return; // not a turn
1641 target_dir
= DIAGDIR_END
;
1643 house_tile
= TileAddByDiagDir(tile
, target_dir
);
1646 /* Don't walk into water. */
1647 if (HasTileWaterGround(house_tile
)) return;
1649 if (!IsValidTile(house_tile
)) return;
1651 if (target_dir
!= DIAGDIR_END
&& TownAllowedToBuildRoads()) {
1652 switch (t1
->layout
) {
1653 default: NOT_REACHED();
1655 case TL_3X3_GRID
: // Use 2x2 grid afterwards!
1656 GrowTownWithExtraHouse(t1
, TileAddByDiagDir(house_tile
, target_dir
));
1660 rcmd
= GetTownRoadGridElement(t1
, tile
, target_dir
);
1661 allow_house
= (rcmd
& target_rb
) == ROAD_NONE
;
1664 case TL_BETTER_ROADS
: // Use original afterwards!
1665 GrowTownWithExtraHouse(t1
, TileAddByDiagDir(house_tile
, target_dir
));
1669 /* Allow a house at the edge. 60% chance or
1670 * always ok if no road allowed. */
1672 allow_house
= (!IsRoadAllowedHere(t1
, house_tile
, target_dir
) || Chance16(6, 10));
1677 allow_house
&= RoadTypesAllowHouseHere(house_tile
);
1680 /* Build a house, but not if there already is a house there. */
1681 if (!IsTileType(house_tile
, MP_HOUSE
)) {
1682 /* Level the land if possible */
1683 if (Chance16(1, 6)) LevelTownLand(house_tile
);
1685 /* And build a house.
1686 * Set result to -1 if we managed to build it. */
1687 if (TryBuildTownHouse(t1
, house_tile
)) {
1688 _grow_town_result
= GROWTH_SUCCEED
;
1694 if (!TownCanGrowRoad(tile
)) return;
1696 _grow_town_result
= GROWTH_SEARCH_STOPPED
;
1699 /* Return if a water tile */
1700 if (HasTileWaterGround(tile
)) return;
1702 /* Make the roads look nicer */
1703 rcmd
= CleanUpRoadBits(tile
, rcmd
);
1704 if (rcmd
== ROAD_NONE
) return;
1706 /* Only use the target direction for bridges and tunnels to ensure they're connected.
1707 * The target_dir is as computed previously according to town layout, so
1708 * it will match it perfectly. */
1709 if (GrowTownWithBridge(t1
, tile
, target_dir
)) return;
1710 if (GrowTownWithTunnel(t1
, tile
, target_dir
)) return;
1712 GrowTownWithRoad(t1
, tile
, rcmd
);
1716 * Checks whether a road can be followed or is a dead end, that can not be extended to the next tile.
1717 * This only checks trivial but often cases.
1718 * @param tile Start tile for road.
1719 * @param dir Direction for road to follow or build.
1720 * @return true If road is or can be connected in the specified direction.
1722 static bool CanFollowRoad(TileIndex tile
, DiagDirection dir
)
1724 TileIndex target_tile
= tile
+ TileOffsByDiagDir(dir
);
1725 if (!IsValidTile(target_tile
)) return false;
1726 if (HasTileWaterGround(target_tile
)) return false;
1728 RoadBits target_rb
= GetTownRoadBits(target_tile
);
1729 if (TownAllowedToBuildRoads()) {
1730 /* Check whether a road connection exists or can be build. */
1731 switch (GetTileType(target_tile
)) {
1733 return target_rb
!= ROAD_NONE
;
1736 return IsDriveThroughStopTile(target_tile
);
1738 case MP_TUNNELBRIDGE
:
1739 return GetTunnelBridgeTransportType(target_tile
) == TRANSPORT_ROAD
;
1747 /* Checked for void and water earlier */
1751 /* Check whether a road connection already exists,
1752 * and it leads somewhere else. */
1753 RoadBits back_rb
= DiagDirToRoadBits(ReverseDiagDir(dir
));
1754 return (target_rb
& back_rb
) != 0 && (target_rb
& ~back_rb
) != 0;
1759 * Try to grow a town at a given road tile.
1760 * @param t The town to grow.
1761 * @param tile The road tile to try growing from.
1762 * @return true if we successfully expanded the town.
1764 static bool GrowTownAtRoad(Town
*t
, TileIndex tile
)
1767 * @see GrowTownInTile Check the else if
1769 DiagDirection target_dir
= DIAGDIR_END
; // The direction in which we want to extend the town
1771 assert(tile
< Map::Size());
1773 /* Number of times to search.
1774 * Better roads, 2X2 and 3X3 grid grow quite fast so we give
1775 * them a little handicap. */
1776 switch (t
->layout
) {
1777 case TL_BETTER_ROADS
:
1778 _grow_town_result
= 10 + t
->cache
.num_houses
* 2 / 9;
1783 _grow_town_result
= 10 + t
->cache
.num_houses
* 1 / 9;
1787 _grow_town_result
= 10 + t
->cache
.num_houses
* 4 / 9;
1792 RoadBits cur_rb
= GetTownRoadBits(tile
); // The RoadBits of the current tile
1794 /* Try to grow the town from this point */
1795 GrowTownInTile(&tile
, cur_rb
, target_dir
, t
);
1796 if (_grow_town_result
== GROWTH_SUCCEED
) return true;
1798 /* Exclude the source position from the bitmask
1799 * and return if no more road blocks available */
1800 if (IsValidDiagDirection(target_dir
)) cur_rb
&= ~DiagDirToRoadBits(ReverseDiagDir(target_dir
));
1801 if (cur_rb
== ROAD_NONE
) return false;
1803 if (IsTileType(tile
, MP_TUNNELBRIDGE
)) {
1804 /* Only build in the direction away from the tunnel or bridge. */
1805 target_dir
= ReverseDiagDir(GetTunnelBridgeDirection(tile
));
1807 /* Select a random bit from the blockmask, walk a step
1808 * and continue the search from there. */
1810 if (cur_rb
== ROAD_NONE
) return false;
1811 RoadBits target_bits
;
1813 target_dir
= RandomDiagDir();
1814 target_bits
= DiagDirToRoadBits(target_dir
);
1815 } while (!(cur_rb
& target_bits
));
1816 cur_rb
&= ~target_bits
;
1817 } while (!CanFollowRoad(tile
, target_dir
));
1819 tile
= TileAddByDiagDir(tile
, target_dir
);
1821 if (IsTileType(tile
, MP_ROAD
) && !IsRoadDepot(tile
) && HasTileRoadType(tile
, RTT_ROAD
)) {
1822 /* Don't allow building over roads of other cities */
1823 if (IsRoadOwner(tile
, RTT_ROAD
, OWNER_TOWN
) && Town::GetByTile(tile
) != t
) {
1825 } else if (IsRoadOwner(tile
, RTT_ROAD
, OWNER_NONE
) && _game_mode
== GM_EDITOR
) {
1826 /* If we are in the SE, and this road-piece has no town owner yet, it just found an
1827 * owner :) (happy happy happy road now) */
1828 SetRoadOwner(tile
, RTT_ROAD
, OWNER_TOWN
);
1829 SetTownIndex(tile
, t
->index
);
1833 /* Max number of times is checked. */
1834 } while (--_grow_town_result
>= 0);
1840 * Generate a random road block.
1841 * The probability of a straight road
1842 * is somewhat higher than a curved.
1844 * @return A RoadBits value with 2 bits set
1846 static RoadBits
GenRandomRoadBits()
1848 uint32_t r
= Random();
1849 uint a
= GB(r
, 0, 2);
1850 uint b
= GB(r
, 8, 2);
1852 return (RoadBits
)((ROAD_NW
<< a
) + (ROAD_NW
<< b
));
1857 * @param t The town to grow
1858 * @return true if we successfully grew the town with a road or house.
1860 static bool GrowTown(Town
*t
)
1862 static const TileIndexDiffC _town_coord_mod
[] = {
1878 /* Current "company" is a town */
1879 Backup
<CompanyID
> cur_company(_current_company
, OWNER_TOWN
);
1881 TileIndex tile
= t
->xy
; // The tile we are working with ATM
1883 /* Find a road that we can base the construction on. */
1884 for (const auto &ptr
: _town_coord_mod
) {
1885 if (GetTownRoadBits(tile
) != ROAD_NONE
) {
1886 bool success
= GrowTownAtRoad(t
, tile
);
1887 cur_company
.Restore();
1890 tile
= TileAdd(tile
, ToTileIndexDiff(ptr
));
1893 /* No road available, try to build a random road block by
1894 * clearing some land and then building a road there. */
1895 if (TownAllowedToBuildRoads()) {
1897 for (const auto &ptr
: _town_coord_mod
) {
1898 /* Only work with plain land that not already has a house */
1899 if (!IsTileType(tile
, MP_HOUSE
) && IsTileFlat(tile
)) {
1900 if (Command
<CMD_LANDSCAPE_CLEAR
>::Do(DC_AUTO
| DC_NO_WATER
, tile
).Succeeded()) {
1901 RoadType rt
= GetTownRoadType();
1902 Command
<CMD_BUILD_ROAD
>::Do(DC_EXEC
| DC_AUTO
, tile
, GenRandomRoadBits(), rt
, DRD_NONE
, t
->index
);
1903 cur_company
.Restore();
1907 tile
= TileAdd(tile
, ToTileIndexDiff(ptr
));
1911 cur_company
.Restore();
1916 * Update the cached town zone radii of a town, based on the number of houses.
1917 * @param t The town to update.
1919 void UpdateTownRadius(Town
*t
)
1921 static const std::array
<std::array
<uint32_t, HZB_END
>, 23> _town_squared_town_zone_radius_data
= {{
1922 { 4, 0, 0, 0, 0}, // 0
1927 { 64, 0, 4, 0, 0}, // 20
1932 { 81, 0, 16, 0, 4}, // 40
1934 { 81, 36, 25, 0, 9},
1935 { 81, 36, 25, 16, 9},
1936 { 81, 49, 0, 25, 9},
1937 { 81, 64, 0, 25, 9}, // 60
1938 { 81, 64, 0, 36, 9},
1939 { 81, 64, 0, 36, 16},
1940 {100, 81, 0, 49, 16},
1941 {100, 81, 0, 49, 25},
1942 {121, 81, 0, 49, 25}, // 80
1943 {121, 81, 0, 49, 25},
1944 {121, 81, 0, 49, 36}, // 88
1947 if (t
->cache
.num_houses
< std::size(_town_squared_town_zone_radius_data
) * 4) {
1948 t
->cache
.squared_town_zone_radius
= _town_squared_town_zone_radius_data
[t
->cache
.num_houses
/ 4];
1950 int mass
= t
->cache
.num_houses
/ 8;
1951 /* Actually we are proportional to sqrt() but that's right because we are covering an area.
1952 * The offsets are to make sure the radii do not decrease in size when going from the table
1953 * to the calculated value.*/
1954 t
->cache
.squared_town_zone_radius
[HZB_TOWN_EDGE
] = mass
* 15 - 40;
1955 t
->cache
.squared_town_zone_radius
[HZB_TOWN_OUTSKIRT
] = mass
* 9 - 15;
1956 t
->cache
.squared_town_zone_radius
[HZB_TOWN_OUTER_SUBURB
] = 0;
1957 t
->cache
.squared_town_zone_radius
[HZB_TOWN_INNER_SUBURB
] = mass
* 5 - 5;
1958 t
->cache
.squared_town_zone_radius
[HZB_TOWN_CENTRE
] = mass
* 3 + 5;
1963 * Update the maximum amount of montly passengers and mail for a town, based on its population.
1964 * @param t The town to update.
1966 void UpdateTownMaxPass(Town
*t
)
1968 for (const CargoSpec
*cs
: CargoSpec::town_production_cargoes
[TPE_PASSENGERS
]) {
1969 t
->supplied
[cs
->Index()].old_max
= ScaleByCargoScale(t
->cache
.population
>> 3, true);
1971 for (const CargoSpec
*cs
: CargoSpec::town_production_cargoes
[TPE_MAIL
]) {
1972 t
->supplied
[cs
->Index()].old_max
= ScaleByCargoScale(t
->cache
.population
>> 4, true);
1976 static void UpdateTownGrowthRate(Town
*t
);
1977 static void UpdateTownGrowth(Town
*t
);
1980 * Actually create a town.
1982 * @param t The town.
1983 * @param tile Where to put it.
1984 * @param townnameparts The town name.
1985 * @param size The preset size of the town.
1986 * @param city Should we create a city?
1987 * @param layout The road layout of the town.
1988 * @param manual Was the town placed manually?
1990 static void DoCreateTown(Town
*t
, TileIndex tile
, uint32_t townnameparts
, TownSize size
, bool city
, TownLayout layout
, bool manual
)
1992 AutoRestoreBackup
backup(_generating_town
, true);
1995 t
->cache
.num_houses
= 0;
1996 t
->time_until_rebuild
= 10;
1997 UpdateTownRadius(t
);
1999 t
->cache
.population
= 0;
2000 InitializeBuildingCounts(t
);
2001 /* Spread growth across ticks so even if there are many
2002 * similar towns they're unlikely to grow all in one tick */
2003 t
->grow_counter
= t
->index
% Ticks::TOWN_GROWTH_TICKS
;
2004 t
->growth_rate
= TownTicksToGameTicks(250);
2005 t
->show_zone
= false;
2007 _town_kdtree
.Insert(t
->index
);
2009 /* Set the default cargo requirement for town growth */
2010 switch (_settings_game
.game_creation
.landscape
) {
2012 if (FindFirstCargoWithTownAcceptanceEffect(TAE_FOOD
) != nullptr) t
->goal
[TAE_FOOD
] = TOWN_GROWTH_WINTER
;
2016 if (FindFirstCargoWithTownAcceptanceEffect(TAE_FOOD
) != nullptr) t
->goal
[TAE_FOOD
] = TOWN_GROWTH_DESERT
;
2017 if (FindFirstCargoWithTownAcceptanceEffect(TAE_WATER
) != nullptr) t
->goal
[TAE_WATER
] = TOWN_GROWTH_DESERT
;
2021 t
->fund_buildings_months
= 0;
2023 for (uint i
= 0; i
!= MAX_COMPANIES
; i
++) t
->ratings
[i
] = RATING_INITIAL
;
2025 t
->have_ratings
= 0;
2026 t
->exclusivity
= INVALID_COMPANY
;
2027 t
->exclusive_counter
= 0;
2031 TownNameParams
tnp(_settings_game
.game_creation
.town_name
);
2032 t
->townnamegrfid
= tnp
.grfid
;
2033 t
->townnametype
= tnp
.type
;
2035 t
->townnameparts
= townnameparts
;
2037 t
->InitializeLayout(layout
);
2039 t
->larger_town
= city
;
2041 int x
= (int)size
* 16 + 3;
2042 if (size
== TSZ_RANDOM
) x
= (Random() & 0xF) + 8;
2043 /* Don't create huge cities when founding town in-game */
2044 if (city
&& (!manual
|| _game_mode
== GM_EDITOR
)) x
*= _settings_game
.economy
.initial_city_size
;
2046 t
->cache
.num_houses
+= x
;
2047 UpdateTownRadius(t
);
2054 t
->UpdateVirtCoord();
2055 InvalidateWindowData(WC_TOWN_DIRECTORY
, 0, TDIWD_FORCE_REBUILD
);
2057 t
->cache
.num_houses
-= x
;
2058 UpdateTownRadius(t
);
2059 UpdateTownGrowthRate(t
);
2060 UpdateTownMaxPass(t
);
2061 UpdateAirportsNoise();
2065 * Check if it's possible to place a town on a given tile.
2066 * @param tile The tile to check.
2067 * @return A zero cost if allowed, otherwise an error.
2069 static CommandCost
TownCanBePlacedHere(TileIndex tile
)
2071 /* Check if too close to the edge of map */
2072 if (DistanceFromEdge(tile
) < 12) {
2073 return_cmd_error(STR_ERROR_TOO_CLOSE_TO_EDGE_OF_MAP_SUB
);
2076 /* Check distance to all other towns. */
2077 if (IsCloseToTown(tile
, 20)) {
2078 return_cmd_error(STR_ERROR_TOO_CLOSE_TO_ANOTHER_TOWN
);
2081 /* Can only build on clear flat areas, possibly with trees. */
2082 if ((!IsTileType(tile
, MP_CLEAR
) && !IsTileType(tile
, MP_TREES
)) || !IsTileFlat(tile
)) {
2083 return_cmd_error(STR_ERROR_SITE_UNSUITABLE
);
2086 return CommandCost(EXPENSES_OTHER
);
2090 * Verifies this custom name is unique. Only custom names are checked.
2091 * @param name The name to check.
2092 * @return true if the name is unique
2094 static bool IsUniqueTownName(const std::string
&name
)
2096 for (const Town
*t
: Town::Iterate()) {
2097 if (!t
->name
.empty() && t
->name
== name
) return false;
2104 * Create a new town.
2105 * @param flags The type of operation.
2106 * @param tile The coordinates where town is built.
2107 * @param size The size of the town (@see TownSize).
2108 * @param city Should we build a city?
2109 * @param layout The town road layout (@see TownLayout).
2110 * @param random_location Should we use a random location? (randomize \c tile )
2111 * @param townnameparts Town name parts.
2112 * @param text Custom name for the town. If empty, the town name parts will be used.
2113 * @return The cost of this operation or an error.
2115 std::tuple
<CommandCost
, Money
, TownID
> CmdFoundTown(DoCommandFlag flags
, TileIndex tile
, TownSize size
, bool city
, TownLayout layout
, bool random_location
, uint32_t townnameparts
, const std::string
&text
)
2117 TownNameParams
par(_settings_game
.game_creation
.town_name
);
2119 if (size
>= TSZ_END
) return { CMD_ERROR
, 0, INVALID_TOWN
};
2120 if (layout
>= NUM_TLS
) return { CMD_ERROR
, 0, INVALID_TOWN
};
2122 /* Some things are allowed only in the scenario editor and for game scripts. */
2123 if (_game_mode
!= GM_EDITOR
&& _current_company
!= OWNER_DEITY
) {
2124 if (_settings_game
.economy
.found_town
== TF_FORBIDDEN
) return { CMD_ERROR
, 0, INVALID_TOWN
};
2125 if (size
== TSZ_LARGE
) return { CMD_ERROR
, 0, INVALID_TOWN
};
2126 if (random_location
) return { CMD_ERROR
, 0, INVALID_TOWN
};
2127 if (_settings_game
.economy
.found_town
!= TF_CUSTOM_LAYOUT
&& layout
!= _settings_game
.economy
.town_layout
) {
2128 return { CMD_ERROR
, 0, INVALID_TOWN
};
2130 } else if (_current_company
== OWNER_DEITY
&& random_location
) {
2131 /* Random parameter is not allowed for Game Scripts. */
2132 return { CMD_ERROR
, 0, INVALID_TOWN
};
2136 /* If supplied name is empty, townnameparts has to generate unique automatic name */
2137 if (!VerifyTownName(townnameparts
, &par
)) return { CommandCost(STR_ERROR_NAME_MUST_BE_UNIQUE
), 0, INVALID_TOWN
};
2139 /* If name is not empty, it has to be unique custom name */
2140 if (Utf8StringLength(text
) >= MAX_LENGTH_TOWN_NAME_CHARS
) return { CMD_ERROR
, 0, INVALID_TOWN
};
2141 if (!IsUniqueTownName(text
)) return { CommandCost(STR_ERROR_NAME_MUST_BE_UNIQUE
), 0, INVALID_TOWN
};
2144 /* Allocate town struct */
2145 if (!Town::CanAllocateItem()) return { CommandCost(STR_ERROR_TOO_MANY_TOWNS
), 0, INVALID_TOWN
};
2147 if (!random_location
) {
2148 CommandCost ret
= TownCanBePlacedHere(tile
);
2149 if (ret
.Failed()) return { ret
, 0, INVALID_TOWN
};
2152 static const uint8_t price_mult
[][TSZ_RANDOM
+ 1] = {{ 15, 25, 40, 25 }, { 20, 35, 55, 35 }};
2153 /* multidimensional arrays have to have defined length of non-first dimension */
2154 static_assert(lengthof(price_mult
[0]) == 4);
2156 CommandCost
cost(EXPENSES_OTHER
, _price
[PR_BUILD_TOWN
]);
2157 uint8_t mult
= price_mult
[city
][size
];
2159 cost
.MultiplyCost(mult
);
2161 /* Create the town */
2162 TownID new_town
= INVALID_TOWN
;
2163 if (flags
& DC_EXEC
) {
2164 if (cost
.GetCost() > GetAvailableMoneyForCommand()) {
2165 return { CommandCost(EXPENSES_OTHER
), cost
.GetCost(), INVALID_TOWN
};
2168 Backup
<bool> old_generating_world(_generating_world
, true);
2169 UpdateNearestTownForRoadTiles(true);
2171 if (random_location
) {
2172 t
= CreateRandomTown(20, townnameparts
, size
, city
, layout
);
2175 DoCreateTown(t
, tile
, townnameparts
, size
, city
, layout
, true);
2178 UpdateNearestTownForRoadTiles(false);
2179 old_generating_world
.Restore();
2181 if (t
== nullptr) return { CommandCost(STR_ERROR_NO_SPACE_FOR_TOWN
), 0, INVALID_TOWN
};
2183 new_town
= t
->index
;
2185 if (!text
.empty()) {
2187 t
->UpdateVirtCoord();
2190 if (_game_mode
!= GM_EDITOR
) {
2191 /* 't' can't be nullptr since 'random' is false outside scenedit */
2192 assert(!random_location
);
2194 if (_current_company
== OWNER_DEITY
) {
2195 SetDParam(0, t
->index
);
2196 AddTileNewsItem(STR_NEWS_NEW_TOWN_UNSPONSORED
, NT_INDUSTRY_OPEN
, tile
);
2198 SetDParam(0, _current_company
);
2199 std::string company_name
= GetString(STR_COMPANY_NAME
);
2201 SetDParamStr(0, company_name
);
2202 SetDParam(1, t
->index
);
2204 AddTileNewsItem(STR_NEWS_NEW_TOWN
, NT_INDUSTRY_OPEN
, tile
);
2206 AI::BroadcastNewEvent(new ScriptEventTownFounded(t
->index
));
2207 Game::NewEvent(new ScriptEventTownFounded(t
->index
));
2210 return { cost
, 0, new_town
};
2214 * Towns must all be placed on the same grid or when they eventually
2215 * interpenetrate their road networks will not mesh nicely; this
2216 * function adjusts a tile so that it aligns properly.
2218 * @param tile The tile to start at.
2219 * @param layout The town layout in effect.
2220 * @return The adjusted tile.
2222 static TileIndex
AlignTileToGrid(TileIndex tile
, TownLayout layout
)
2225 case TL_2X2_GRID
: return TileXY(TileX(tile
) - TileX(tile
) % 3, TileY(tile
) - TileY(tile
) % 3);
2226 case TL_3X3_GRID
: return TileXY(TileX(tile
) & ~3, TileY(tile
) & ~3);
2227 default: return tile
;
2232 * Towns must all be placed on the same grid or when they eventually
2233 * interpenetrate their road networks will not mesh nicely; this
2234 * function tells you if a tile is properly aligned.
2236 * @param tile The tile to start at.
2237 * @param layout The town layout in effect.
2238 * @return true if the tile is in the correct location.
2240 static bool IsTileAlignedToGrid(TileIndex tile
, TownLayout layout
)
2243 case TL_2X2_GRID
: return TileX(tile
) % 3 == 0 && TileY(tile
) % 3 == 0;
2244 case TL_3X3_GRID
: return TileX(tile
) % 4 == 0 && TileY(tile
) % 4 == 0;
2245 default: return true;
2250 * Used as the user_data for FindFurthestFromWater
2253 TileIndex tile
; ///< holds the tile that was found
2254 uint max_dist
; ///< holds the distance that tile is from the water
2255 TownLayout layout
; ///< tells us what kind of town we're building
2259 * CircularTileSearch callback; finds the tile furthest from any
2260 * water. slightly bit tricky, since it has to do a search of its own
2261 * in order to find the distance to the water from each square in the
2264 * Also, this never returns true, because it needs to take into
2265 * account all locations being searched before it knows which is the
2268 * @param tile Start looking from this tile
2269 * @param user_data Storage area for data that must last across calls;
2270 * must be a pointer to struct SpotData
2272 * @return always false
2274 static bool FindFurthestFromWater(TileIndex tile
, void *user_data
)
2276 SpotData
*sp
= (SpotData
*)user_data
;
2277 uint dist
= GetClosestWaterDistance(tile
, true);
2279 if (IsTileType(tile
, MP_CLEAR
) &&
2281 IsTileAlignedToGrid(tile
, sp
->layout
) &&
2282 dist
> sp
->max_dist
) {
2284 sp
->max_dist
= dist
;
2291 * CircularTileSearch callback to find the nearest land tile.
2292 * @param tile Start looking from this tile
2294 static bool FindNearestEmptyLand(TileIndex tile
, void *)
2296 return IsTileType(tile
, MP_CLEAR
);
2300 * Given a spot on the map (presumed to be a water tile), find a good
2301 * coastal spot to build a city. We don't want to build too close to
2302 * the edge if we can help it (since that inhibits city growth) hence
2303 * the search within a search within a search. O(n*m^2), where n is
2304 * how far to search for land, and m is how far inland to look for a
2307 * @param tile Start looking from this spot.
2308 * @param layout the road layout to search for
2309 * @return tile that was found
2311 static TileIndex
FindNearestGoodCoastalTownSpot(TileIndex tile
, TownLayout layout
)
2313 SpotData sp
= { INVALID_TILE
, 0, layout
};
2315 TileIndex coast
= tile
;
2316 if (CircularTileSearch(&coast
, 40, FindNearestEmptyLand
, nullptr)) {
2317 CircularTileSearch(&coast
, 10, FindFurthestFromWater
, &sp
);
2321 /* if we get here just give up */
2322 return INVALID_TILE
;
2326 * Create a random town somewhere in the world.
2327 * @param attempts How many times should we try?
2328 * @param townnameparts The name of the town.
2329 * @param size The size preset of the town.
2330 * @param city Should we build a city?
2331 * @param layout The road layout to build.
2332 * @return The town object, or nullptr if we failed to create a town anywhere.
2334 static Town
*CreateRandomTown(uint attempts
, uint32_t townnameparts
, TownSize size
, bool city
, TownLayout layout
)
2336 assert(_game_mode
== GM_EDITOR
|| _generating_world
); // These are the preconditions for CMD_DELETE_TOWN
2338 if (!Town::CanAllocateItem()) return nullptr;
2341 /* Generate a tile index not too close from the edge */
2342 TileIndex tile
= AlignTileToGrid(RandomTile(), layout
);
2344 /* if we tried to place the town on water, slide it over onto
2345 * the nearest likely-looking spot */
2346 if (IsTileType(tile
, MP_WATER
)) {
2347 tile
= FindNearestGoodCoastalTownSpot(tile
, layout
);
2348 if (tile
== INVALID_TILE
) continue;
2351 /* Make sure town can be placed here */
2352 if (TownCanBePlacedHere(tile
).Failed()) continue;
2354 /* Allocate a town struct */
2355 Town
*t
= new Town(tile
);
2357 DoCreateTown(t
, tile
, townnameparts
, size
, city
, layout
, false);
2359 /* if the population is still 0 at the point, then the
2360 * placement is so bad it couldn't grow at all */
2361 if (t
->cache
.population
> 0) return t
;
2363 Backup
<CompanyID
> cur_company(_current_company
, OWNER_TOWN
);
2364 [[maybe_unused
]] CommandCost rc
= Command
<CMD_DELETE_TOWN
>::Do(DC_EXEC
, t
->index
);
2365 cur_company
.Restore();
2366 assert(rc
.Succeeded());
2368 /* We already know that we can allocate a single town when
2369 * entering this function. However, we create and delete
2370 * a town which "resets" the allocation checks. As such we
2371 * need to check again when assertions are enabled. */
2372 assert(Town::CanAllocateItem());
2373 } while (--attempts
!= 0);
2378 static const uint8_t _num_initial_towns
[4] = {5, 11, 23, 46}; // very low, low, normal, high
2381 * Generate a number of towns with a given layout.
2382 * This function is used by the Random Towns button in Scenario Editor as well as in world generation.
2383 * @param layout The road layout to build.
2384 * @return true if towns have been successfully created.
2386 bool GenerateTowns(TownLayout layout
)
2388 uint current_number
= 0;
2389 uint difficulty
= (_game_mode
!= GM_EDITOR
) ? _settings_game
.difficulty
.number_towns
: 0;
2390 uint total
= (difficulty
== (uint
)CUSTOM_TOWN_NUMBER_DIFFICULTY
) ? _settings_game
.game_creation
.custom_town_number
: Map::ScaleBySize(_num_initial_towns
[difficulty
] + (Random() & 7));
2391 total
= std::min
<uint
>(TownPool::MAX_SIZE
, total
);
2392 uint32_t townnameparts
;
2393 TownNames town_names
;
2395 SetGeneratingWorldProgress(GWP_TOWN
, total
);
2397 /* Pre-populate the town names list with the names of any towns already on the map */
2398 for (const Town
*town
: Town::Iterate()) {
2399 town_names
.insert(town
->GetCachedName());
2402 /* Randomised offset for city status. This means with e.g. 1-in-4 towns being cities, a map with 10 towns
2403 * may have 2 or 3 cities, instead of always 3. */
2404 uint city_random_offset
= Random() % _settings_game
.economy
.larger_towns
;
2406 /* First attempt will be made at creating the suggested number of towns.
2407 * Note that this is really a suggested value, not a required one.
2408 * We would not like the system to lock up just because the user wanted 100 cities on a 64*64 map, would we? */
2410 bool city
= (_settings_game
.economy
.larger_towns
!= 0 && ((city_random_offset
+ current_number
) % _settings_game
.economy
.larger_towns
) == 0);
2411 IncreaseGeneratingWorldProgress(GWP_TOWN
);
2412 /* Get a unique name for the town. */
2413 if (!GenerateTownName(_random
, &townnameparts
, &town_names
)) continue;
2414 /* try 20 times to create a random-sized town for the first loop. */
2415 if (CreateRandomTown(20, townnameparts
, TSZ_RANDOM
, city
, layout
) != nullptr) current_number
++; // If creation was successful, raise a flag.
2420 /* Build the town k-d tree again to make sure it's well balanced */
2421 RebuildTownKdtree();
2423 if (current_number
!= 0) return true;
2425 /* If current_number is still zero at this point, it means that not a single town has been created.
2426 * So give it a last try, but now more aggressive */
2427 if (GenerateTownName(_random
, &townnameparts
) &&
2428 CreateRandomTown(10000, townnameparts
, TSZ_RANDOM
, _settings_game
.economy
.larger_towns
!= 0, layout
) != nullptr) {
2432 /* If there are no towns at all and we are generating new game, bail out */
2433 if (Town::GetNumItems() == 0 && _game_mode
!= GM_EDITOR
) {
2434 ShowErrorMessage(STR_ERROR_COULD_NOT_CREATE_TOWN
, INVALID_STRING_ID
, WL_CRITICAL
);
2437 return false; // we are still without a town? we failed, simply
2442 * Returns the bit corresponding to the town zone of the specified tile.
2443 * @param t Town on which town zone is to be found.
2444 * @param tile TileIndex where town zone needs to be found.
2445 * @return the bit position of the given zone, as defined in HouseZones.
2447 HouseZonesBits
GetTownRadiusGroup(const Town
*t
, TileIndex tile
)
2449 uint dist
= DistanceSquare(tile
, t
->xy
);
2451 if (t
->fund_buildings_months
&& dist
<= 25) return HZB_TOWN_CENTRE
;
2453 HouseZonesBits smallest
= HZB_TOWN_EDGE
;
2454 for (HouseZonesBits i
= HZB_BEGIN
; i
< HZB_END
; i
++) {
2455 if (dist
< t
->cache
.squared_town_zone_radius
[i
]) smallest
= i
;
2462 * Clears tile and builds a house or house part.
2463 * @param tile The tile to build upon.
2464 * @param t The town which will own the house.
2465 * @param counter The construction stage counter for the house.
2466 * @param stage The current construction stage of the house.
2467 * @param type The type of house.
2468 * @param random_bits Random bits for newgrf houses to use.
2469 * @pre The house can be built here.
2471 static inline void ClearMakeHouseTile(TileIndex tile
, Town
*t
, uint8_t counter
, uint8_t stage
, HouseID type
, uint8_t random_bits
)
2473 [[maybe_unused
]] CommandCost cc
= Command
<CMD_LANDSCAPE_CLEAR
>::Do(DC_EXEC
| DC_AUTO
| DC_NO_WATER
, tile
);
2474 assert(cc
.Succeeded());
2476 IncreaseBuildingCount(t
, type
);
2477 MakeHouseTile(tile
, t
->index
, counter
, stage
, type
, random_bits
);
2478 if (HouseSpec::Get(type
)->building_flags
& BUILDING_IS_ANIMATED
) AddAnimatedTile(tile
, false);
2480 MarkTileDirtyByTile(tile
);
2485 * Write house information into the map. For multi-tile houses, all tiles are marked.
2486 * @param town The town related to this house
2487 * @param t The tile to build on. If a multi-tile house, this is the northern-most tile.
2488 * @param counter The counter of the construction stage.
2489 * @param stage The current construction stage.
2490 * @param The type of house.
2491 * @param random_bits Random bits for newgrf houses to use.
2492 * @pre The house can be built here.
2494 static void MakeTownHouse(TileIndex tile
, Town
*t
, uint8_t counter
, uint8_t stage
, HouseID type
, uint8_t random_bits
)
2496 BuildingFlags size
= HouseSpec::Get(type
)->building_flags
;
2498 ClearMakeHouseTile(tile
, t
, counter
, stage
, type
, random_bits
);
2499 if (size
& BUILDING_2_TILES_Y
) ClearMakeHouseTile(tile
+ TileDiffXY(0, 1), t
, counter
, stage
, ++type
, random_bits
);
2500 if (size
& BUILDING_2_TILES_X
) ClearMakeHouseTile(tile
+ TileDiffXY(1, 0), t
, counter
, stage
, ++type
, random_bits
);
2501 if (size
& BUILDING_HAS_4_TILES
) ClearMakeHouseTile(tile
+ TileDiffXY(1, 1), t
, counter
, stage
, ++type
, random_bits
);
2503 ForAllStationsAroundTiles(TileArea(tile
, (size
& BUILDING_2_TILES_X
) ? 2 : 1, (size
& BUILDING_2_TILES_Y
) ? 2 : 1), [t
](Station
*st
, TileIndex
) {
2504 t
->stations_near
.insert(st
);
2511 * Check if a house can be built here, based on slope, whether there's a bridge above, and if we can clear the land.
2512 * @param tile The tile to check.
2513 * @param noslope Are foundations prohibited for this house?
2514 * @return true iff house can be built here.
2516 static inline bool CanBuildHouseHere(TileIndex tile
, bool noslope
)
2518 /* cannot build on these slopes... */
2519 Slope slope
= GetTileSlope(tile
);
2520 if ((noslope
&& slope
!= SLOPE_FLAT
) || IsSteepSlope(slope
)) return false;
2522 /* at least one RoadTypes allow building the house here? */
2523 if (!RoadTypesAllowHouseHere(tile
)) return false;
2525 /* building under a bridge? */
2526 if (IsBridgeAbove(tile
)) return false;
2528 /* can we clear the land? */
2529 return Command
<CMD_LANDSCAPE_CLEAR
>::Do(DC_AUTO
| DC_NO_WATER
, tile
).Succeeded();
2534 * Check if a tile where we want to build a multi-tile house has an appropriate max Z.
2535 * @param tile The tile to check.
2536 * @param z The max Z level to allow.
2537 * @param noslope Are foundations disallowed for this house?
2538 * @return true iff house can be built here.
2539 * @see CanBuildHouseHere()
2541 static inline bool CheckBuildHouseSameZ(TileIndex tile
, int z
, bool noslope
)
2543 if (!CanBuildHouseHere(tile
, noslope
)) return false;
2545 /* if building on slopes is allowed, there will be flattening foundation (to tile max z) */
2546 if (GetTileMaxZ(tile
) != z
) return false;
2553 * Checks if a house of size 2x2 can be built at this tile.
2554 * @param tile The tile of the house's northernmost tile.
2555 * @param z The maximum tile z, so all tiles are the same height.
2556 * @param noslope Are foundations disallowed for this house?
2557 * @return true iff house can be built here.
2558 * @see CheckBuildHouseSameZ()
2560 static bool CheckFree2x2Area(TileIndex tile
, int z
, bool noslope
)
2562 /* we need to check this tile too because we can be at different tile now */
2563 if (!CheckBuildHouseSameZ(tile
, z
, noslope
)) return false;
2565 for (DiagDirection d
= DIAGDIR_SE
; d
< DIAGDIR_END
; d
++) {
2566 tile
+= TileOffsByDiagDir(d
);
2567 if (!CheckBuildHouseSameZ(tile
, z
, noslope
)) return false;
2575 * Checks if the current town layout allows building here.
2576 * @param t The town.
2577 * @param tile The tile to check.
2578 * @return true iff town layout allows building here.
2581 static inline bool TownLayoutAllowsHouseHere(Town
*t
, TileIndex tile
)
2583 /* Allow towns everywhere when we don't build roads */
2584 if (!TownAllowedToBuildRoads()) return true;
2586 TileIndexDiffC grid_pos
= TileIndexToTileIndexDiffC(t
->xy
, tile
);
2588 switch (t
->layout
) {
2590 if ((grid_pos
.x
% 3) == 0 || (grid_pos
.y
% 3) == 0) return false;
2594 if ((grid_pos
.x
% 4) == 0 || (grid_pos
.y
% 4) == 0) return false;
2606 * Checks if the current town layout allows a 2x2 building here.
2607 * @param t The town.
2608 * @param tile The tile to check.
2609 * @return true iff town layout allows a 2x2 building here.
2612 static inline bool TownLayoutAllows2x2HouseHere(Town
*t
, TileIndex tile
)
2614 /* Allow towns everywhere when we don't build roads */
2615 if (!TownAllowedToBuildRoads()) return true;
2617 /* Compute relative position of tile. (Positive offsets are towards north) */
2618 TileIndexDiffC grid_pos
= TileIndexToTileIndexDiffC(t
->xy
, tile
);
2620 switch (t
->layout
) {
2624 if ((grid_pos
.x
!= 2 && grid_pos
.x
!= -1) ||
2625 (grid_pos
.y
!= 2 && grid_pos
.y
!= -1)) return false;
2629 if ((grid_pos
.x
& 3) < 2 || (grid_pos
.y
& 3) < 2) return false;
2641 * Checks if a 1x2 or 2x1 building is allowed here, accounting for road layout and tile heights.
2642 * Also, tests both building positions that occupy this tile.
2643 * @param tile The tile where the building should be built.
2644 * @param t The town.
2645 * @param maxz The maximum Z level, since all tiles must have the same height.
2646 * @param noslope Are foundations disallowed for this house?
2647 * @param second The diagdir from the first tile to the second tile.
2649 static bool CheckTownBuild2House(TileIndex
*tile
, Town
*t
, int maxz
, bool noslope
, DiagDirection second
)
2651 /* 'tile' is already checked in BuildTownHouse() - CanBuildHouseHere() and slope test */
2653 TileIndex tile2
= *tile
+ TileOffsByDiagDir(second
);
2654 if (TownLayoutAllowsHouseHere(t
, tile2
) && CheckBuildHouseSameZ(tile2
, maxz
, noslope
)) return true;
2656 tile2
= *tile
+ TileOffsByDiagDir(ReverseDiagDir(second
));
2657 if (TownLayoutAllowsHouseHere(t
, tile2
) && CheckBuildHouseSameZ(tile2
, maxz
, noslope
)) {
2667 * Checks if a 1x2 or 2x1 building is allowed here, accounting for road layout and tile heights.
2668 * Also, tests all four building positions that occupy this tile.
2669 * @param tile The tile where the building should be built.
2670 * @param t The town.
2671 * @param maxz The maximum Z level, since all tiles must have the same height.
2672 * @param noslope Are foundations disallowed for this house?
2674 static bool CheckTownBuild2x2House(TileIndex
*tile
, Town
*t
, int maxz
, bool noslope
)
2676 TileIndex tile2
= *tile
;
2678 for (DiagDirection d
= DIAGDIR_SE
;; d
++) { // 'd' goes through DIAGDIR_SE, DIAGDIR_SW, DIAGDIR_NW, DIAGDIR_END
2679 if (TownLayoutAllows2x2HouseHere(t
, tile2
) && CheckFree2x2Area(tile2
, maxz
, noslope
)) {
2683 if (d
== DIAGDIR_END
) break;
2684 tile2
+= TileOffsByDiagDir(ReverseDiagDir(d
)); // go clockwise
2691 * Build a house at this tile.
2692 * @param t The town the house will belong to.
2693 * @param tile The tile to try building on.
2694 * @param hs The @a HouseSpec of the house.
2695 * @param house The @a HouseID of the house.
2696 * @param random_bits The random data to be associated with the house.
2698 static void BuildTownHouse(Town
*t
, TileIndex tile
, const HouseSpec
*hs
, HouseID house
, uint8_t random_bits
)
2700 /* build the house */
2701 t
->cache
.num_houses
++;
2703 uint8_t construction_counter
= 0;
2704 uint8_t construction_stage
= 0;
2706 if (_generating_world
|| _game_mode
== GM_EDITOR
) {
2707 uint32_t construction_random
= Random();
2709 construction_stage
= TOWN_HOUSE_COMPLETED
;
2710 if (_generating_world
&& Chance16(1, 7)) construction_stage
= GB(construction_random
, 0, 2);
2712 if (construction_stage
== TOWN_HOUSE_COMPLETED
) {
2713 ChangePopulation(t
, hs
->population
);
2715 construction_counter
= GB(construction_random
, 2, 2);
2719 MakeTownHouse(tile
, t
, construction_counter
, construction_stage
, house
, random_bits
);
2720 UpdateTownRadius(t
);
2721 UpdateTownGrowthRate(t
);
2725 * Tries to build a house at this tile.
2726 * @param t The town the house will belong to.
2727 * @param tile The tile to try building on.
2728 * @return false iff no house can be built on this tile.
2730 static bool TryBuildTownHouse(Town
*t
, TileIndex tile
)
2732 /* forbidden building here by town layout */
2733 if (!TownLayoutAllowsHouseHere(t
, tile
)) return false;
2735 /* no house allowed at all, bail out */
2736 if (!CanBuildHouseHere(tile
, false)) return false;
2738 Slope slope
= GetTileSlope(tile
);
2739 int maxz
= GetTileMaxZ(tile
);
2741 /* Get the town zone type of the current tile, as well as the climate.
2742 * This will allow to easily compare with the specs of the new house to build */
2743 HouseZonesBits rad
= GetTownRadiusGroup(t
, tile
);
2746 int land
= _settings_game
.game_creation
.landscape
;
2747 if (land
== LT_ARCTIC
&& maxz
> HighestSnowLine()) land
= -1;
2749 uint bitmask
= (1 << rad
) + (1 << (land
+ 12));
2751 /* bits 0-4 are used
2752 * bits 11-15 are used
2753 * bits 5-10 are not used. */
2754 static std::vector
<std::pair
<HouseID
, uint
>> probs
;
2757 uint probability_max
= 0;
2759 /* Generate a list of all possible houses that can be built. */
2760 for (const auto &hs
: HouseSpec::Specs()) {
2761 /* Verify that the candidate house spec matches the current tile status */
2762 if ((~hs
.building_availability
& bitmask
) != 0 || !hs
.enabled
|| hs
.grf_prop
.override
!= INVALID_HOUSE_ID
) continue;
2764 /* Don't let these counters overflow. Global counters are 32bit, there will never be that many houses. */
2765 if (hs
.class_id
!= HOUSE_NO_CLASS
) {
2766 /* id_count is always <= class_count, so it doesn't need to be checked */
2767 if (t
->cache
.building_counts
.class_count
[hs
.class_id
] == UINT16_MAX
) continue;
2769 /* If the house has no class, check id_count instead */
2770 if (t
->cache
.building_counts
.id_count
[hs
.Index()] == UINT16_MAX
) continue;
2773 uint cur_prob
= hs
.probability
;
2774 probability_max
+= cur_prob
;
2775 probs
.emplace_back(hs
.Index(), cur_prob
);
2778 TileIndex baseTile
= tile
;
2780 while (probability_max
> 0) {
2781 /* Building a multitile building can change the location of tile.
2782 * The building would still be built partially on that tile, but
2783 * its northern tile would be elsewhere. However, if the callback
2784 * fails we would be basing further work from the changed tile.
2785 * So a next 1x1 tile building could be built on the wrong tile. */
2788 uint r
= RandomRange(probability_max
);
2790 for (i
= 0; i
< probs
.size(); i
++) {
2791 if (probs
[i
].second
> r
) break;
2792 r
-= probs
[i
].second
;
2795 HouseID house
= probs
[i
].first
;
2796 probability_max
-= probs
[i
].second
;
2798 /* remove tested house from the set */
2799 probs
[i
] = probs
.back();
2802 const HouseSpec
*hs
= HouseSpec::Get(house
);
2804 if (!_generating_world
&& _game_mode
!= GM_EDITOR
&& (hs
->extra_flags
& BUILDING_IS_HISTORICAL
) != 0) {
2808 if (TimerGameCalendar::year
< hs
->min_year
|| TimerGameCalendar::year
> hs
->max_year
) continue;
2810 /* Special houses that there can be only one of. */
2813 if (hs
->building_flags
& BUILDING_IS_CHURCH
) {
2814 SetBit(oneof
, TOWN_HAS_CHURCH
);
2815 } else if (hs
->building_flags
& BUILDING_IS_STADIUM
) {
2816 SetBit(oneof
, TOWN_HAS_STADIUM
);
2819 if (t
->flags
& oneof
) continue;
2821 /* Make sure there is no slope? */
2822 bool noslope
= (hs
->building_flags
& TILE_NOT_SLOPED
) != 0;
2823 if (noslope
&& slope
!= SLOPE_FLAT
) continue;
2825 if (hs
->building_flags
& TILE_SIZE_2x2
) {
2826 if (!CheckTownBuild2x2House(&tile
, t
, maxz
, noslope
)) continue;
2827 } else if (hs
->building_flags
& TILE_SIZE_2x1
) {
2828 if (!CheckTownBuild2House(&tile
, t
, maxz
, noslope
, DIAGDIR_SW
)) continue;
2829 } else if (hs
->building_flags
& TILE_SIZE_1x2
) {
2830 if (!CheckTownBuild2House(&tile
, t
, maxz
, noslope
, DIAGDIR_SE
)) continue;
2832 /* 1x1 house checks are already done */
2835 uint8_t random_bits
= Random();
2837 if (HasBit(hs
->callback_mask
, CBM_HOUSE_ALLOW_CONSTRUCTION
)) {
2838 uint16_t callback_res
= GetHouseCallback(CBID_HOUSE_ALLOW_CONSTRUCTION
, 0, 0, house
, t
, tile
, true, random_bits
);
2839 if (callback_res
!= CALLBACK_FAILED
&& !Convert8bitBooleanCallback(hs
->grf_prop
.grffile
, CBID_HOUSE_ALLOW_CONSTRUCTION
, callback_res
)) continue;
2842 /* Special houses that there can be only one of. */
2845 BuildTownHouse(t
, tile
, hs
, house
, random_bits
);
2853 CommandCost
CmdPlaceHouse(DoCommandFlag flags
, TileIndex tile
, HouseID house
)
2855 if (_game_mode
!= GM_EDITOR
) return CMD_ERROR
;
2856 if (Town::GetNumItems() == 0) return_cmd_error(STR_ERROR_MUST_FOUND_TOWN_FIRST
);
2858 if (static_cast<size_t>(house
) >= HouseSpec::Specs().size()) return CMD_ERROR
;
2859 const HouseSpec
*hs
= HouseSpec::Get(house
);
2860 if (!hs
->enabled
) return CMD_ERROR
;
2862 Town
*t
= ClosestTownFromTile(tile
, UINT_MAX
);
2864 /* cannot build on these slopes... */
2865 Slope slope
= GetTileSlope(tile
);
2866 if (IsSteepSlope(slope
)) return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION
);
2868 /* building under a bridge? */
2869 if (IsBridgeAbove(tile
)) return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST
);
2871 /* can we clear the land? */
2872 CommandCost cost
= Command
<CMD_LANDSCAPE_CLEAR
>::Do(DC_AUTO
| DC_NO_WATER
, tile
);
2873 if (!cost
.Succeeded()) return cost
;
2875 int maxz
= GetTileMaxZ(tile
);
2877 /* Make sure there is no slope? */
2878 bool noslope
= (hs
->building_flags
& TILE_NOT_SLOPED
) != 0;
2879 if (noslope
&& slope
!= SLOPE_FLAT
) return_cmd_error(STR_ERROR_FLAT_LAND_REQUIRED
);
2882 if (hs
->building_flags
& TILE_SIZE_2x2
) ta
.Add(TileAddXY(tile
, 1, 1));
2883 if (hs
->building_flags
& TILE_SIZE_2x1
) ta
.Add(TileAddByDiagDir(tile
, DIAGDIR_SW
));
2884 if (hs
->building_flags
& TILE_SIZE_1x2
) ta
.Add(TileAddByDiagDir(tile
, DIAGDIR_SE
));
2886 /* Check additonal tiles covered by this house. */
2887 for (const TileIndex
&subtile
: ta
) {
2888 cost
= Command
<CMD_LANDSCAPE_CLEAR
>::Do(DC_AUTO
| DC_NO_WATER
, subtile
);
2889 if (!cost
.Succeeded()) return cost
;
2891 if (!CheckBuildHouseSameZ(subtile
, maxz
, noslope
)) return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION
);
2894 if (flags
& DC_EXEC
) {
2895 BuildTownHouse(t
, tile
, hs
, house
, Random());
2898 return CommandCost();
2902 * Update data structures when a house is removed
2903 * @param tile Tile of the house
2904 * @param t Town owning the house
2905 * @param house House type
2907 static void DoClearTownHouseHelper(TileIndex tile
, Town
*t
, HouseID house
)
2909 assert(IsTileType(tile
, MP_HOUSE
));
2910 DecreaseBuildingCount(t
, house
);
2911 DoClearSquare(tile
);
2912 DeleteAnimatedTile(tile
);
2914 DeleteNewGRFInspectWindow(GSF_HOUSES
, tile
.base());
2918 * Determines if a given HouseID is part of a multitile house.
2919 * The given ID is set to the ID of the north tile and the TileDiff to the north tile is returned.
2921 * @param house Is changed to the HouseID of the north tile of the same house
2922 * @return TileDiff from the tile of the given HouseID to the north tile
2924 TileIndexDiff
GetHouseNorthPart(HouseID
&house
)
2926 if (house
>= 3) { // house id 0,1,2 MUST be single tile houses, or this code breaks.
2927 if (HouseSpec::Get(house
- 1)->building_flags
& TILE_SIZE_2x1
) {
2929 return TileDiffXY(-1, 0);
2930 } else if (HouseSpec::Get(house
- 1)->building_flags
& BUILDING_2_TILES_Y
) {
2932 return TileDiffXY(0, -1);
2933 } else if (HouseSpec::Get(house
- 2)->building_flags
& BUILDING_HAS_4_TILES
) {
2935 return TileDiffXY(-1, 0);
2936 } else if (HouseSpec::Get(house
- 3)->building_flags
& BUILDING_HAS_4_TILES
) {
2938 return TileDiffXY(-1, -1);
2941 return TileDiffXY(0, 0);
2945 * Clear a town house.
2946 * @param t The town which owns the house.
2947 * @param tile The tile to clear.
2949 void ClearTownHouse(Town
*t
, TileIndex tile
)
2951 assert(IsTileType(tile
, MP_HOUSE
));
2953 HouseID house
= GetHouseType(tile
);
2955 /* The northernmost tile of the house is the main house. */
2956 tile
+= GetHouseNorthPart(house
);
2958 const HouseSpec
*hs
= HouseSpec::Get(house
);
2960 /* Remove population from the town if the house is finished. */
2961 if (IsHouseCompleted(tile
)) {
2962 ChangePopulation(t
, -hs
->population
);
2965 t
->cache
.num_houses
--;
2967 /* Clear flags for houses that only may exist once/town. */
2968 if (hs
->building_flags
& BUILDING_IS_CHURCH
) {
2969 ClrBit(t
->flags
, TOWN_HAS_CHURCH
);
2970 } else if (hs
->building_flags
& BUILDING_IS_STADIUM
) {
2971 ClrBit(t
->flags
, TOWN_HAS_STADIUM
);
2974 /* Do the actual clearing of tiles */
2975 DoClearTownHouseHelper(tile
, t
, house
);
2976 if (hs
->building_flags
& BUILDING_2_TILES_Y
) DoClearTownHouseHelper(tile
+ TileDiffXY(0, 1), t
, ++house
);
2977 if (hs
->building_flags
& BUILDING_2_TILES_X
) DoClearTownHouseHelper(tile
+ TileDiffXY(1, 0), t
, ++house
);
2978 if (hs
->building_flags
& BUILDING_HAS_4_TILES
) DoClearTownHouseHelper(tile
+ TileDiffXY(1, 1), t
, ++house
);
2980 RemoveNearbyStations(t
, tile
, hs
->building_flags
);
2982 UpdateTownRadius(t
);
2986 * Rename a town (server-only).
2987 * @param flags type of operation
2988 * @param town_id town ID to rename
2989 * @param text the new name or an empty string when resetting to the default
2990 * @return the cost of this operation or an error
2992 CommandCost
CmdRenameTown(DoCommandFlag flags
, TownID town_id
, const std::string
&text
)
2994 Town
*t
= Town::GetIfValid(town_id
);
2995 if (t
== nullptr) return CMD_ERROR
;
2997 bool reset
= text
.empty();
3000 if (Utf8StringLength(text
) >= MAX_LENGTH_TOWN_NAME_CHARS
) return CMD_ERROR
;
3001 if (!IsUniqueTownName(text
)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE
);
3004 if (flags
& DC_EXEC
) {
3005 t
->cached_name
.clear();
3012 t
->UpdateVirtCoord();
3013 InvalidateWindowData(WC_TOWN_DIRECTORY
, 0, TDIWD_FORCE_RESORT
);
3014 ClearAllStationCachedNames();
3015 ClearAllIndustryCachedNames();
3016 UpdateAllStationVirtCoords();
3018 return CommandCost();
3022 * Determines the first cargo with a certain town effect
3023 * @param effect Town effect of interest
3024 * @return first active cargo slot with that effect
3026 const CargoSpec
*FindFirstCargoWithTownAcceptanceEffect(TownAcceptanceEffect effect
)
3028 for (const CargoSpec
*cs
: CargoSpec::Iterate()) {
3029 if (cs
->town_acceptance_effect
== effect
) return cs
;
3035 * Change the cargo goal of a town.
3036 * @param flags Type of operation.
3037 * @param town_id Town ID to cargo game of.
3038 * @param tae TownEffect to change the game of.
3039 * @param goal The new goal value.
3040 * @return Empty cost or an error.
3042 CommandCost
CmdTownCargoGoal(DoCommandFlag flags
, TownID town_id
, TownAcceptanceEffect tae
, uint32_t goal
)
3044 if (_current_company
!= OWNER_DEITY
) return CMD_ERROR
;
3046 if (tae
< TAE_BEGIN
|| tae
>= TAE_END
) return CMD_ERROR
;
3048 Town
*t
= Town::GetIfValid(town_id
);
3049 if (t
== nullptr) return CMD_ERROR
;
3051 /* Validate if there is a cargo which is the requested TownEffect */
3052 const CargoSpec
*cargo
= FindFirstCargoWithTownAcceptanceEffect(tae
);
3053 if (cargo
== nullptr) return CMD_ERROR
;
3055 if (flags
& DC_EXEC
) {
3056 t
->goal
[tae
] = goal
;
3057 UpdateTownGrowth(t
);
3058 InvalidateWindowData(WC_TOWN_VIEW
, town_id
);
3061 return CommandCost();
3065 * Set a custom text in the Town window.
3066 * @param flags Type of operation.
3067 * @param town_id Town ID to change the text of.
3068 * @param text The new text (empty to remove the text).
3069 * @return Empty cost or an error.
3071 CommandCost
CmdTownSetText(DoCommandFlag flags
, TownID town_id
, const std::string
&text
)
3073 if (_current_company
!= OWNER_DEITY
) return CMD_ERROR
;
3074 Town
*t
= Town::GetIfValid(town_id
);
3075 if (t
== nullptr) return CMD_ERROR
;
3077 if (flags
& DC_EXEC
) {
3079 if (!text
.empty()) t
->text
= text
;
3080 InvalidateWindowData(WC_TOWN_VIEW
, town_id
);
3083 return CommandCost();
3087 * Change the growth rate of the town.
3088 * @param flags Type of operation.
3089 * @param town_id Town ID to cargo game of.
3090 * @param growth_rate Amount of days between growth, or TOWN_GROWTH_RATE_NONE, or 0 to reset custom growth rate.
3091 * @return Empty cost or an error.
3093 CommandCost
CmdTownGrowthRate(DoCommandFlag flags
, TownID town_id
, uint16_t growth_rate
)
3095 if (_current_company
!= OWNER_DEITY
) return CMD_ERROR
;
3097 Town
*t
= Town::GetIfValid(town_id
);
3098 if (t
== nullptr) return CMD_ERROR
;
3100 if (flags
& DC_EXEC
) {
3101 if (growth_rate
== 0) {
3102 /* Just clear the flag, UpdateTownGrowth will determine a proper growth rate */
3103 ClrBit(t
->flags
, TOWN_CUSTOM_GROWTH
);
3105 uint old_rate
= t
->growth_rate
;
3106 if (t
->grow_counter
>= old_rate
) {
3107 /* This also catches old_rate == 0 */
3108 t
->grow_counter
= growth_rate
;
3110 /* Scale grow_counter, so half finished houses stay half finished */
3111 t
->grow_counter
= t
->grow_counter
* growth_rate
/ old_rate
;
3113 t
->growth_rate
= growth_rate
;
3114 SetBit(t
->flags
, TOWN_CUSTOM_GROWTH
);
3116 UpdateTownGrowth(t
);
3117 InvalidateWindowData(WC_TOWN_VIEW
, town_id
);
3120 return CommandCost();
3124 * Change the rating of a company in a town
3125 * @param flags Type of operation.
3126 * @param town_id Town ID to change, bit 16..23 =
3127 * @param company_id Company ID to change.
3128 * @param rating New rating of company (signed int16_t).
3129 * @return Empty cost or an error.
3131 CommandCost
CmdTownRating(DoCommandFlag flags
, TownID town_id
, CompanyID company_id
, int16_t rating
)
3133 if (_current_company
!= OWNER_DEITY
) return CMD_ERROR
;
3135 Town
*t
= Town::GetIfValid(town_id
);
3136 if (t
== nullptr) return CMD_ERROR
;
3138 if (!Company::IsValidID(company_id
)) return CMD_ERROR
;
3140 int16_t new_rating
= Clamp(rating
, RATING_MINIMUM
, RATING_MAXIMUM
);
3141 if (flags
& DC_EXEC
) {
3142 t
->ratings
[company_id
] = new_rating
;
3143 InvalidateWindowData(WC_TOWN_AUTHORITY
, town_id
);
3146 return CommandCost();
3150 * Expand a town (scenario editor only).
3151 * @param flags Type of operation.
3152 * @param TownID Town ID to expand.
3153 * @param grow_amount Amount to grow, or 0 to grow a random size up to the current amount of houses.
3154 * @return Empty cost or an error.
3156 CommandCost
CmdExpandTown(DoCommandFlag flags
, TownID town_id
, uint32_t grow_amount
)
3158 if (_game_mode
!= GM_EDITOR
&& _current_company
!= OWNER_DEITY
) return CMD_ERROR
;
3159 Town
*t
= Town::GetIfValid(town_id
);
3160 if (t
== nullptr) return CMD_ERROR
;
3162 if (flags
& DC_EXEC
) {
3163 /* The more houses, the faster we grow */
3164 if (grow_amount
== 0) {
3165 uint amount
= RandomRange(ClampTo
<uint16_t>(t
->cache
.num_houses
/ 10)) + 3;
3166 t
->cache
.num_houses
+= amount
;
3167 UpdateTownRadius(t
);
3169 uint n
= amount
* 10;
3170 do GrowTown(t
); while (--n
);
3172 t
->cache
.num_houses
-= amount
;
3174 for (; grow_amount
> 0; grow_amount
--) {
3175 /* Try several times to grow, as we are really suppose to grow */
3176 for (uint i
= 0; i
< 25; i
++) if (GrowTown(t
)) break;
3179 UpdateTownRadius(t
);
3181 UpdateTownMaxPass(t
);
3184 return CommandCost();
3188 * Delete a town (scenario editor or worldgen only).
3189 * @param flags Type of operation.
3190 * @param town_id Town ID to delete.
3191 * @return Empty cost or an error.
3193 CommandCost
CmdDeleteTown(DoCommandFlag flags
, TownID town_id
)
3195 if (_game_mode
!= GM_EDITOR
&& !_generating_world
) return CMD_ERROR
;
3196 Town
*t
= Town::GetIfValid(town_id
);
3197 if (t
== nullptr) return CMD_ERROR
;
3199 /* Stations refer to towns. */
3200 for (const Station
*st
: Station::Iterate()) {
3201 if (st
->town
== t
) {
3202 /* Non-oil rig stations are always a problem. */
3203 if (!(st
->facilities
& FACIL_AIRPORT
) || st
->airport
.type
!= AT_OILRIG
) return CMD_ERROR
;
3204 /* We can only automatically delete oil rigs *if* there's no vehicle on them. */
3205 CommandCost ret
= Command
<CMD_LANDSCAPE_CLEAR
>::Do(flags
, st
->airport
.tile
);
3206 if (ret
.Failed()) return ret
;
3210 /* Waypoints refer to towns. */
3211 for (const Waypoint
*wp
: Waypoint::Iterate()) {
3212 if (wp
->town
== t
) return CMD_ERROR
;
3215 /* Depots refer to towns. */
3216 for (const Depot
*d
: Depot::Iterate()) {
3217 if (d
->town
== t
) return CMD_ERROR
;
3220 /* Check all tiles for town ownership. First check for bridge tiles, as
3221 * these do not directly have an owner so we need to check adjacent
3222 * tiles. This won't work correctly in the same loop if the adjacent
3223 * tile was already deleted earlier in the loop. */
3224 for (TileIndex current_tile
= 0; current_tile
< Map::Size(); ++current_tile
) {
3225 if (IsTileType(current_tile
, MP_TUNNELBRIDGE
) && TestTownOwnsBridge(current_tile
, t
)) {
3226 CommandCost ret
= Command
<CMD_LANDSCAPE_CLEAR
>::Do(flags
, current_tile
);
3227 if (ret
.Failed()) return ret
;
3231 /* Check all remaining tiles for town ownership. */
3232 for (TileIndex current_tile
= 0; current_tile
< Map::Size(); ++current_tile
) {
3233 bool try_clear
= false;
3234 switch (GetTileType(current_tile
)) {
3236 try_clear
= HasTownOwnedRoad(current_tile
) && GetTownIndex(current_tile
) == t
->index
;
3240 try_clear
= GetTownIndex(current_tile
) == t
->index
;
3244 try_clear
= Industry::GetByTile(current_tile
)->town
== t
;
3248 if (Town::GetNumItems() == 1) {
3249 /* No towns will be left, remove it! */
3252 Object
*o
= Object::GetByTile(current_tile
);
3254 if (o
->type
== OBJECT_STATUE
) {
3255 /* Statue... always remove. */
3258 /* Tell to find a new town. */
3259 if (flags
& DC_EXEC
) o
->town
= nullptr;
3269 CommandCost ret
= Command
<CMD_LANDSCAPE_CLEAR
>::Do(flags
, current_tile
);
3270 if (ret
.Failed()) return ret
;
3274 /* The town destructor will delete the other things related to the town. */
3275 if (flags
& DC_EXEC
) {
3276 _town_kdtree
.Remove(t
->index
);
3277 if (t
->cache
.sign
.kdtree_valid
) _viewport_sign_kdtree
.Remove(ViewportSignKdtreeItem::MakeTown(t
->index
));
3281 return CommandCost();
3285 * Factor in the cost of each town action.
3288 const uint8_t _town_action_costs
[TACT_COUNT
] = {
3289 2, 4, 9, 35, 48, 53, 117, 175
3293 * Perform the "small advertising campaign" town action.
3294 * @param t The town to advertise in.
3295 * @param flags Type of operation.
3296 * @return An empty cost.
3298 static CommandCost
TownActionAdvertiseSmall(Town
*t
, DoCommandFlag flags
)
3300 if (flags
& DC_EXEC
) {
3301 ModifyStationRatingAround(t
->xy
, _current_company
, 0x40, 10);
3303 return CommandCost();
3307 * Perform the "medium advertising campaign" town action.
3308 * @param t The town to advertise in.
3309 * @param flags Type of operation.
3310 * @return An empty cost.
3312 static CommandCost
TownActionAdvertiseMedium(Town
*t
, DoCommandFlag flags
)
3314 if (flags
& DC_EXEC
) {
3315 ModifyStationRatingAround(t
->xy
, _current_company
, 0x70, 15);
3317 return CommandCost();
3321 * Perform the "large advertising campaign" town action.
3322 * @param t The town to advertise in.
3323 * @param flags Type of operation.
3324 * @return An empty cost.
3326 static CommandCost
TownActionAdvertiseLarge(Town
*t
, DoCommandFlag flags
)
3328 if (flags
& DC_EXEC
) {
3329 ModifyStationRatingAround(t
->xy
, _current_company
, 0xA0, 20);
3331 return CommandCost();
3335 * Perform the "local road reconstruction" town action.
3336 * @param t The town to grief in.
3337 * @param flags Type of operation.
3338 * @return An empty cost.
3340 static CommandCost
TownActionRoadRebuild(Town
*t
, DoCommandFlag flags
)
3342 /* Check if the company is allowed to fund new roads. */
3343 if (!_settings_game
.economy
.fund_roads
) return CMD_ERROR
;
3345 if (flags
& DC_EXEC
) {
3346 t
->road_build_months
= 6;
3348 SetDParam(0, _current_company
);
3349 std::string company_name
= GetString(STR_COMPANY_NAME
);
3351 SetDParam(0, t
->index
);
3352 SetDParamStr(1, company_name
);
3355 TimerGameEconomy::UsingWallclockUnits() ? STR_NEWS_ROAD_REBUILDING_MINUTES
: STR_NEWS_ROAD_REBUILDING_MONTHS
,
3356 NT_GENERAL
, NF_NORMAL
, NR_TOWN
, t
->index
, NR_NONE
, UINT32_MAX
);
3357 AI::BroadcastNewEvent(new ScriptEventRoadReconstruction((ScriptCompany::CompanyID
)(Owner
)_current_company
, t
->index
));
3358 Game::NewEvent(new ScriptEventRoadReconstruction((ScriptCompany::CompanyID
)(Owner
)_current_company
, t
->index
));
3360 return CommandCost();
3364 * Check whether the land can be cleared.
3365 * @param tile Tile to check.
3366 * @return true if the tile can be cleared.
3368 static bool CheckClearTile(TileIndex tile
)
3370 Backup
<CompanyID
> cur_company(_current_company
, OWNER_NONE
);
3371 CommandCost r
= Command
<CMD_LANDSCAPE_CLEAR
>::Do(DC_NONE
, tile
);
3372 cur_company
.Restore();
3373 return r
.Succeeded();
3376 /** Structure for storing data while searching the best place to build a statue. */
3377 struct StatueBuildSearchData
{
3378 TileIndex best_position
; ///< Best position found so far.
3379 int tile_count
; ///< Number of tiles tried.
3381 StatueBuildSearchData(TileIndex best_pos
, int count
) : best_position(best_pos
), tile_count(count
) { }
3385 * Search callback function for #TownActionBuildStatue.
3386 * @param tile Tile on which to perform the search.
3387 * @param user_data Reference to the statue search data.
3388 * @return Result of the test.
3390 static bool SearchTileForStatue(TileIndex tile
, void *user_data
)
3392 static const int STATUE_NUMBER_INNER_TILES
= 25; // Number of tiles int the center of the city, where we try to protect houses.
3394 StatueBuildSearchData
*statue_data
= (StatueBuildSearchData
*)user_data
;
3395 statue_data
->tile_count
++;
3397 /* Statues can be build on slopes, just like houses. Only the steep slopes is a no go. */
3398 if (IsSteepSlope(GetTileSlope(tile
))) return false;
3399 /* Don't build statues under bridges. */
3400 if (IsBridgeAbove(tile
)) return false;
3402 /* A clear-able open space is always preferred. */
3403 if ((IsTileType(tile
, MP_CLEAR
) || IsTileType(tile
, MP_TREES
)) && CheckClearTile(tile
)) {
3404 statue_data
->best_position
= tile
;
3408 bool house
= IsTileType(tile
, MP_HOUSE
);
3410 /* Searching inside the inner circle. */
3411 if (statue_data
->tile_count
<= STATUE_NUMBER_INNER_TILES
) {
3412 /* Save first house in inner circle. */
3413 if (house
&& statue_data
->best_position
== INVALID_TILE
&& CheckClearTile(tile
)) {
3414 statue_data
->best_position
= tile
;
3417 /* If we have reached the end of the inner circle, and have a saved house, terminate the search. */
3418 return statue_data
->tile_count
== STATUE_NUMBER_INNER_TILES
&& statue_data
->best_position
!= INVALID_TILE
;
3421 /* Searching outside the circle, just pick the first possible spot. */
3422 statue_data
->best_position
= tile
; // Is optimistic, the condition below must also hold.
3423 return house
&& CheckClearTile(tile
);
3427 * Perform a 9x9 tiles circular search from the center of the town
3428 * in order to find a free tile to place a statue
3429 * @param t town to search in
3430 * @param flags Used to check if the statue must be built or not.
3431 * @return Empty cost or an error.
3433 static CommandCost
TownActionBuildStatue(Town
*t
, DoCommandFlag flags
)
3435 if (!Object::CanAllocateItem()) return_cmd_error(STR_ERROR_TOO_MANY_OBJECTS
);
3437 TileIndex tile
= t
->xy
;
3438 StatueBuildSearchData
statue_data(INVALID_TILE
, 0);
3439 if (!CircularTileSearch(&tile
, 9, SearchTileForStatue
, &statue_data
)) return_cmd_error(STR_ERROR_STATUE_NO_SUITABLE_PLACE
);
3441 if (flags
& DC_EXEC
) {
3442 Backup
<CompanyID
> cur_company(_current_company
, OWNER_NONE
);
3443 Command
<CMD_LANDSCAPE_CLEAR
>::Do(DC_EXEC
, statue_data
.best_position
);
3444 cur_company
.Restore();
3445 BuildObject(OBJECT_STATUE
, statue_data
.best_position
, _current_company
, t
);
3446 SetBit(t
->statues
, _current_company
); // Once found and built, "inform" the Town.
3447 MarkTileDirtyByTile(statue_data
.best_position
);
3449 return CommandCost();
3453 * Perform the "fund new buildings" town action.
3454 * @param t The town to fund buildings in.
3455 * @param flags Type of operation.
3456 * @return An empty cost.
3458 static CommandCost
TownActionFundBuildings(Town
*t
, DoCommandFlag flags
)
3460 /* Check if it's allowed to buy the rights */
3461 if (!_settings_game
.economy
.fund_buildings
) return CMD_ERROR
;
3463 if (flags
& DC_EXEC
) {
3464 /* And grow for 3 months */
3465 t
->fund_buildings_months
= 3;
3467 /* Enable growth (also checking GameScript's opinion) */
3468 UpdateTownGrowth(t
);
3470 /* Build a new house, but add a small delay to make sure
3471 * that spamming funding doesn't let town grow any faster
3472 * than 1 house per 2 * TOWN_GROWTH_TICKS ticks.
3473 * Also emulate original behaviour when town was only growing in
3474 * TOWN_GROWTH_TICKS intervals, to make sure that it's not too
3475 * tick-perfect and gives player some time window where they can
3476 * spam funding with the exact same efficiency.
3478 t
->grow_counter
= std::min
<uint16_t>(t
->grow_counter
, 2 * Ticks::TOWN_GROWTH_TICKS
- (t
->growth_rate
- t
->grow_counter
) % Ticks::TOWN_GROWTH_TICKS
);
3480 SetWindowDirty(WC_TOWN_VIEW
, t
->index
);
3482 return CommandCost();
3486 * Perform the "buy exclusive transport rights" town action.
3487 * @param t The town to buy exclusivity in.
3488 * @param flags Type of operation.
3489 * @return An empty cost.
3491 static CommandCost
TownActionBuyRights(Town
*t
, DoCommandFlag flags
)
3493 /* Check if it's allowed to buy the rights */
3494 if (!_settings_game
.economy
.exclusive_rights
) return CMD_ERROR
;
3495 if (t
->exclusivity
!= INVALID_COMPANY
) return CMD_ERROR
;
3497 if (flags
& DC_EXEC
) {
3498 t
->exclusive_counter
= 12;
3499 t
->exclusivity
= _current_company
;
3501 ModifyStationRatingAround(t
->xy
, _current_company
, 130, 17);
3503 SetWindowClassesDirty(WC_STATION_VIEW
);
3505 /* Spawn news message */
3506 CompanyNewsInformation
*cni
= new CompanyNewsInformation(Company::Get(_current_company
));
3507 SetDParam(0, STR_NEWS_EXCLUSIVE_RIGHTS_TITLE
);
3508 SetDParam(1, TimerGameEconomy::UsingWallclockUnits() ? STR_NEWS_EXCLUSIVE_RIGHTS_DESCRIPTION_MINUTES
: STR_NEWS_EXCLUSIVE_RIGHTS_DESCRIPTION_MONTHS
);
3509 SetDParam(2, t
->index
);
3510 SetDParamStr(3, cni
->company_name
);
3511 AddNewsItem(STR_MESSAGE_NEWS_FORMAT
, NT_GENERAL
, NF_COMPANY
, NR_TOWN
, t
->index
, NR_NONE
, UINT32_MAX
, cni
);
3512 AI::BroadcastNewEvent(new ScriptEventExclusiveTransportRights((ScriptCompany::CompanyID
)(Owner
)_current_company
, t
->index
));
3513 Game::NewEvent(new ScriptEventExclusiveTransportRights((ScriptCompany::CompanyID
)(Owner
)_current_company
, t
->index
));
3515 return CommandCost();
3519 * Perform the "bribe" town action.
3520 * @param t The town to bribe.
3521 * @param flags Type of operation.
3522 * @return An empty cost.
3524 static CommandCost
TownActionBribe(Town
*t
, DoCommandFlag flags
)
3526 if (flags
& DC_EXEC
) {
3527 if (Chance16(1, 14)) {
3528 /* set as unwanted for 6 months */
3529 t
->unwanted
[_current_company
] = 6;
3531 /* set all close by station ratings to 0 */
3532 for (Station
*st
: Station::Iterate()) {
3533 if (st
->town
== t
&& st
->owner
== _current_company
) {
3534 for (GoodsEntry
&ge
: st
->goods
) ge
.rating
= 0;
3538 /* only show error message to the executing player. All errors are handled command.c
3539 * but this is special, because it can only 'fail' on a DC_EXEC */
3540 if (IsLocalCompany()) ShowErrorMessage(STR_ERROR_BRIBE_FAILED
, INVALID_STRING_ID
, WL_INFO
);
3542 /* decrease by a lot!
3543 * ChangeTownRating is only for stuff in demolishing. Bribe failure should
3544 * be independent of any cheat settings
3546 if (t
->ratings
[_current_company
] > RATING_BRIBE_DOWN_TO
) {
3547 t
->ratings
[_current_company
] = RATING_BRIBE_DOWN_TO
;
3548 SetWindowDirty(WC_TOWN_AUTHORITY
, t
->index
);
3551 ChangeTownRating(t
, RATING_BRIBE_UP_STEP
, RATING_BRIBE_MAXIMUM
, DC_EXEC
);
3552 if (t
->exclusivity
!= _current_company
&& t
->exclusivity
!= INVALID_COMPANY
) {
3553 t
->exclusivity
= INVALID_COMPANY
;
3554 t
->exclusive_counter
= 0;
3558 return CommandCost();
3561 typedef CommandCost
TownActionProc(Town
*t
, DoCommandFlag flags
);
3562 static TownActionProc
* const _town_action_proc
[] = {
3563 TownActionAdvertiseSmall
,
3564 TownActionAdvertiseMedium
,
3565 TownActionAdvertiseLarge
,
3566 TownActionRoadRebuild
,
3567 TownActionBuildStatue
,
3568 TownActionFundBuildings
,
3569 TownActionBuyRights
,
3574 * Get a list of available town authority actions.
3575 * @param cid The company that is querying the town.
3576 * @param t The town that is queried.
3577 * @return The bitmasked value of enabled actions.
3579 TownActions
GetMaskOfTownActions(CompanyID cid
, const Town
*t
)
3581 TownActions buttons
= TACT_NONE
;
3583 /* Spectators and unwanted have no options */
3584 if (cid
!= COMPANY_SPECTATOR
&& !(_settings_game
.economy
.bribe
&& t
->unwanted
[cid
])) {
3586 /* Actions worth more than this are not able to be performed */
3587 Money avail
= GetAvailableMoney(cid
);
3589 /* Check the action bits for validity and
3590 * if they are valid add them */
3591 for (uint i
= 0; i
!= lengthof(_town_action_costs
); i
++) {
3592 const TownActions cur
= (TownActions
)(1 << i
);
3594 /* Is the company prohibited from bribing ? */
3595 if (cur
== TACT_BRIBE
) {
3596 /* Company can't bribe if setting is disabled */
3597 if (!_settings_game
.economy
.bribe
) continue;
3598 /* Company can bribe if another company has exclusive transport rights,
3599 * or its standing with the town is less than outstanding. */
3600 if (t
->ratings
[cid
] >= RATING_BRIBE_MAXIMUM
) {
3601 if (t
->exclusivity
== _current_company
) continue;
3602 if (t
->exclusive_counter
== 0) continue;
3606 /* Is the company not able to buy exclusive rights ? */
3607 if (cur
== TACT_BUY_RIGHTS
&& (!_settings_game
.economy
.exclusive_rights
|| t
->exclusive_counter
!= 0)) continue;
3609 /* Is the company not able to fund buildings ? */
3610 if (cur
== TACT_FUND_BUILDINGS
&& !_settings_game
.economy
.fund_buildings
) continue;
3612 /* Is the company not able to fund local road reconstruction? */
3613 if (cur
== TACT_ROAD_REBUILD
&& !_settings_game
.economy
.fund_roads
) continue;
3615 /* Is the company not able to build a statue ? */
3616 if (cur
== TACT_BUILD_STATUE
&& HasBit(t
->statues
, cid
)) continue;
3618 if (avail
>= _town_action_costs
[i
] * _price
[PR_TOWN_ACTION
] >> 8) {
3629 * This performs an action such as advertising, building a statue, funding buildings,
3630 * but also bribing the town-council
3631 * @param flags type of operation
3632 * @param town_id town to do the action at
3633 * @param action action to perform, @see _town_action_proc for the list of available actions
3634 * @return the cost of this operation or an error
3636 CommandCost
CmdDoTownAction(DoCommandFlag flags
, TownID town_id
, uint8_t action
)
3638 Town
*t
= Town::GetIfValid(town_id
);
3639 if (t
== nullptr || action
>= lengthof(_town_action_proc
)) return CMD_ERROR
;
3641 if (!HasBit(GetMaskOfTownActions(_current_company
, t
), action
)) return CMD_ERROR
;
3643 CommandCost
cost(EXPENSES_OTHER
, _price
[PR_TOWN_ACTION
] * _town_action_costs
[action
] >> 8);
3645 CommandCost ret
= _town_action_proc
[action
](t
, flags
);
3646 if (ret
.Failed()) return ret
;
3648 if (flags
& DC_EXEC
) {
3649 SetWindowDirty(WC_TOWN_AUTHORITY
, town_id
);
3655 template <typename Func
>
3656 static void ForAllStationsNearTown(Town
*t
, Func func
)
3658 /* Ideally the search radius should be close to the actual town zone 0 radius.
3659 * The true radius is not stored or calculated anywhere, only the squared radius. */
3660 /* The efficiency of this search might be improved for large towns and many stations on the map,
3661 * by using an integer square root approximation giving a value not less than the true square root. */
3662 uint search_radius
= t
->cache
.squared_town_zone_radius
[HZB_TOWN_EDGE
] / 2;
3663 ForAllStationsRadius(t
->xy
, search_radius
, [&](const Station
* st
) {
3664 if (DistanceSquare(st
->xy
, t
->xy
) <= t
->cache
.squared_town_zone_radius
[HZB_TOWN_EDGE
]) {
3671 * Monthly callback to update town and station ratings.
3672 * @param t The town to update.
3674 static void UpdateTownRating(Town
*t
)
3676 /* Increase company ratings if they're low */
3677 for (const Company
*c
: Company::Iterate()) {
3678 if (t
->ratings
[c
->index
] < RATING_GROWTH_MAXIMUM
) {
3679 t
->ratings
[c
->index
] = std::min((int)RATING_GROWTH_MAXIMUM
, t
->ratings
[c
->index
] + RATING_GROWTH_UP_STEP
);
3683 ForAllStationsNearTown(t
, [&](const Station
*st
) {
3684 if (st
->time_since_load
<= 20 || st
->time_since_unload
<= 20) {
3685 if (Company::IsValidID(st
->owner
)) {
3686 int new_rating
= t
->ratings
[st
->owner
] + RATING_STATION_UP_STEP
;
3687 t
->ratings
[st
->owner
] = std::min
<int>(new_rating
, INT16_MAX
); // do not let it overflow
3690 if (Company::IsValidID(st
->owner
)) {
3691 int new_rating
= t
->ratings
[st
->owner
] + RATING_STATION_DOWN_STEP
;
3692 t
->ratings
[st
->owner
] = std::max(new_rating
, INT16_MIN
);
3697 /* clamp all ratings to valid values */
3698 for (uint i
= 0; i
< MAX_COMPANIES
; i
++) {
3699 t
->ratings
[i
] = Clamp(t
->ratings
[i
], RATING_MINIMUM
, RATING_MAXIMUM
);
3702 SetWindowDirty(WC_TOWN_AUTHORITY
, t
->index
);
3707 * Updates town grow counter after growth rate change.
3708 * Preserves relative house builting progress whenever it can.
3709 * @param t The town to calculate grow counter for
3710 * @param prev_growth_rate Town growth rate before it changed (one that was used with grow counter to be updated)
3712 static void UpdateTownGrowCounter(Town
*t
, uint16_t prev_growth_rate
)
3714 if (t
->growth_rate
== TOWN_GROWTH_RATE_NONE
) return;
3715 if (prev_growth_rate
== TOWN_GROWTH_RATE_NONE
) {
3716 t
->grow_counter
= std::min
<uint16_t>(t
->growth_rate
, t
->grow_counter
);
3719 t
->grow_counter
= RoundDivSU((uint32_t)t
->grow_counter
* (t
->growth_rate
+ 1), prev_growth_rate
+ 1);
3723 * Calculates amount of active stations in the range of town (HZB_TOWN_EDGE).
3724 * @param t The town to calculate stations for
3725 * @returns Amount of active stations
3727 static int CountActiveStations(Town
*t
)
3730 ForAllStationsNearTown(t
, [&](const Station
* st
) {
3731 if (st
->time_since_load
<= 20 || st
->time_since_unload
<= 20) {
3739 * Calculates town growth rate in normal conditions (custom growth rate not set).
3740 * If town growth speed is set to None(0) returns the same rate as if it was Normal(2).
3741 * @param t The town to calculate growth rate for
3742 * @returns Calculated growth rate
3744 static uint
GetNormalGrowthRate(Town
*t
)
3748 * Unserviced+unfunded towns get an additional malus in UpdateTownGrowth(),
3749 * so the "320" is actually not better than the "420".
3751 static const uint16_t _grow_count_values
[2][6] = {
3752 { 120, 120, 120, 100, 80, 60 }, // Fund new buildings has been activated
3753 { 320, 420, 300, 220, 160, 100 } // Normal values
3756 int n
= CountActiveStations(t
);
3757 uint16_t m
= _grow_count_values
[t
->fund_buildings_months
!= 0 ? 0 : 1][std::min(n
, 5)];
3759 uint growth_multiplier
= _settings_game
.economy
.town_growth_rate
!= 0 ? _settings_game
.economy
.town_growth_rate
- 1 : 1;
3761 m
>>= growth_multiplier
;
3762 if (t
->larger_town
) m
/= 2;
3764 return TownTicksToGameTicks(m
/ (t
->cache
.num_houses
/ 50 + 1));
3768 * Updates town growth rate.
3769 * @param t The town to update growth rate for
3771 static void UpdateTownGrowthRate(Town
*t
)
3773 if (HasBit(t
->flags
, TOWN_CUSTOM_GROWTH
)) return;
3774 uint old_rate
= t
->growth_rate
;
3775 t
->growth_rate
= GetNormalGrowthRate(t
);
3776 UpdateTownGrowCounter(t
, old_rate
);
3777 SetWindowDirty(WC_TOWN_VIEW
, t
->index
);
3781 * Updates town growth state (whether it is growing or not).
3782 * @param t The town to update growth for
3784 static void UpdateTownGrowth(Town
*t
)
3786 UpdateTownGrowthRate(t
);
3788 ClrBit(t
->flags
, TOWN_IS_GROWING
);
3789 SetWindowDirty(WC_TOWN_VIEW
, t
->index
);
3791 if (_settings_game
.economy
.town_growth_rate
== 0 && t
->fund_buildings_months
== 0) return;
3793 if (t
->fund_buildings_months
== 0) {
3794 /* Check if all goals are reached for this town to grow (given we are not funding it) */
3795 for (int i
= TAE_BEGIN
; i
< TAE_END
; i
++) {
3796 switch (t
->goal
[i
]) {
3797 case TOWN_GROWTH_WINTER
:
3798 if (TileHeight(t
->xy
) >= GetSnowLine() && t
->received
[i
].old_act
== 0 && t
->cache
.population
> 90) return;
3800 case TOWN_GROWTH_DESERT
:
3801 if (GetTropicZone(t
->xy
) == TROPICZONE_DESERT
&& t
->received
[i
].old_act
== 0 && t
->cache
.population
> 60) return;
3804 if (t
->goal
[i
] > t
->received
[i
].old_act
) return;
3810 if (HasBit(t
->flags
, TOWN_CUSTOM_GROWTH
)) {
3811 if (t
->growth_rate
!= TOWN_GROWTH_RATE_NONE
) SetBit(t
->flags
, TOWN_IS_GROWING
);
3812 SetWindowDirty(WC_TOWN_VIEW
, t
->index
);
3816 if (t
->fund_buildings_months
== 0 && CountActiveStations(t
) == 0 && !Chance16(1, 12)) return;
3818 SetBit(t
->flags
, TOWN_IS_GROWING
);
3819 SetWindowDirty(WC_TOWN_VIEW
, t
->index
);
3823 * Checks whether the local authority allows construction of a new station (rail, road, airport, dock) on the given tile
3824 * @param tile The tile where the station shall be constructed.
3825 * @param flags Command flags. DC_NO_TEST_TOWN_RATING is tested.
3826 * @return Succeeded or failed command.
3828 CommandCost
CheckIfAuthorityAllowsNewStation(TileIndex tile
, DoCommandFlag flags
)
3830 /* The required rating is hardcoded to RATING_VERYPOOR (see below), not the authority attitude setting, so we can bail out like this. */
3831 if (_settings_game
.difficulty
.town_council_tolerance
== TOWN_COUNCIL_PERMISSIVE
) return CommandCost();
3833 if (!Company::IsValidID(_current_company
) || (flags
& DC_NO_TEST_TOWN_RATING
)) return CommandCost();
3835 Town
*t
= ClosestTownFromTile(tile
, _settings_game
.economy
.dist_local_authority
);
3836 if (t
== nullptr) return CommandCost();
3838 if (t
->ratings
[_current_company
] > RATING_VERYPOOR
) return CommandCost();
3840 SetDParam(0, t
->index
);
3841 return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS
);
3845 * Return the town closest to the given tile within \a threshold.
3846 * @param tile Starting point of the search.
3847 * @param threshold Biggest allowed distance to the town.
3848 * @return Closest town to \a tile within \a threshold, or \c nullptr if there is no such town.
3850 * @note This function only uses distance, the #ClosestTownFromTile function also takes town ownership into account.
3852 Town
*CalcClosestTownFromTile(TileIndex tile
, uint threshold
)
3854 if (Town::GetNumItems() == 0) return nullptr;
3856 TownID tid
= _town_kdtree
.FindNearest(TileX(tile
), TileY(tile
));
3857 Town
*town
= Town::Get(tid
);
3858 if (DistanceManhattan(tile
, town
->xy
) < threshold
) return town
;
3863 * Return the town closest (in distance or ownership) to a given tile, within a given threshold.
3864 * @param tile Starting point of the search.
3865 * @param threshold Biggest allowed distance to the town.
3866 * @return Closest town to \a tile within \a threshold, or \c nullptr if there is no such town.
3868 * @note If you only care about distance, you can use the #CalcClosestTownFromTile function.
3870 Town
*ClosestTownFromTile(TileIndex tile
, uint threshold
)
3872 switch (GetTileType(tile
)) {
3874 if (IsRoadDepot(tile
)) return CalcClosestTownFromTile(tile
, threshold
);
3876 if (!HasTownOwnedRoad(tile
)) {
3877 TownID tid
= GetTownIndex(tile
);
3879 if (tid
== INVALID_TOWN
) {
3880 /* in the case we are generating "many random towns", this value may be INVALID_TOWN */
3881 if (_generating_world
) return CalcClosestTownFromTile(tile
, threshold
);
3882 assert(Town::GetNumItems() == 0);
3886 assert(Town::IsValidID(tid
));
3887 Town
*town
= Town::Get(tid
);
3889 if (DistanceManhattan(tile
, town
->xy
) >= threshold
) town
= nullptr;
3896 return Town::GetByTile(tile
);
3899 return CalcClosestTownFromTile(tile
, threshold
);
3903 static bool _town_rating_test
= false; ///< If \c true, town rating is in test-mode.
3904 static std::map
<const Town
*, int> _town_test_ratings
; ///< Map of towns to modified ratings, while in town rating test-mode.
3907 * Switch the town rating to test-mode, to allow commands to be tested without affecting current ratings.
3908 * The function is safe to use in nested calls.
3909 * @param mode Test mode switch (\c true means go to test-mode, \c false means leave test-mode).
3911 void SetTownRatingTestMode(bool mode
)
3913 static int ref_count
= 0; // Number of times test-mode is switched on.
3915 if (ref_count
== 0) {
3916 _town_test_ratings
.clear();
3920 assert(ref_count
> 0);
3923 _town_rating_test
= !(ref_count
== 0);
3927 * Get the rating of a town for the #_current_company.
3928 * @param t Town to get the rating from.
3929 * @return Rating of the current company in the given town.
3931 static int GetRating(const Town
*t
)
3933 if (_town_rating_test
) {
3934 auto it
= _town_test_ratings
.find(t
);
3935 if (it
!= _town_test_ratings
.end()) {
3939 return t
->ratings
[_current_company
];
3943 * Changes town rating of the current company
3944 * @param t Town to affect
3945 * @param add Value to add
3946 * @param max Minimum (add < 0) resp. maximum (add > 0) rating that should be achievable with this change.
3947 * @param flags Command flags, especially DC_NO_MODIFY_TOWN_RATING is tested
3949 void ChangeTownRating(Town
*t
, int add
, int max
, DoCommandFlag flags
)
3951 /* if magic_bulldozer cheat is active, town doesn't penalize for removing stuff */
3952 if (t
== nullptr || (flags
& DC_NO_MODIFY_TOWN_RATING
) ||
3953 !Company::IsValidID(_current_company
) ||
3954 (_cheats
.magic_bulldozer
.value
&& add
< 0)) {
3958 int rating
= GetRating(t
);
3962 if (rating
< max
) rating
= max
;
3967 if (rating
> max
) rating
= max
;
3970 if (_town_rating_test
) {
3971 _town_test_ratings
[t
] = rating
;
3973 SetBit(t
->have_ratings
, _current_company
);
3974 t
->ratings
[_current_company
] = rating
;
3975 SetWindowDirty(WC_TOWN_AUTHORITY
, t
->index
);
3980 * Does the town authority allow the (destructive) action of the current company?
3981 * @param flags Checking flags of the command.
3982 * @param t Town that must allow the company action.
3983 * @param type Type of action that is wanted.
3984 * @return A succeeded command if the action is allowed, a failed command if it is not allowed.
3986 CommandCost
CheckforTownRating(DoCommandFlag flags
, Town
*t
, TownRatingCheckType type
)
3988 /* if magic_bulldozer cheat is active, town doesn't restrict your destructive actions */
3989 if (t
== nullptr || !Company::IsValidID(_current_company
) ||
3990 _cheats
.magic_bulldozer
.value
|| (flags
& DC_NO_TEST_TOWN_RATING
)) {
3991 return CommandCost();
3994 /* minimum rating needed to be allowed to remove stuff */
3995 static const int needed_rating
[][TOWN_RATING_CHECK_TYPE_COUNT
] = {
3996 /* ROAD_REMOVE, TUNNELBRIDGE_REMOVE */
3997 { RATING_ROAD_NEEDED_LENIENT
, RATING_TUNNEL_BRIDGE_NEEDED_LENIENT
}, // Lenient
3998 { RATING_ROAD_NEEDED_NEUTRAL
, RATING_TUNNEL_BRIDGE_NEEDED_NEUTRAL
}, // Neutral
3999 { RATING_ROAD_NEEDED_HOSTILE
, RATING_TUNNEL_BRIDGE_NEEDED_HOSTILE
}, // Hostile
4000 { RATING_ROAD_NEEDED_PERMISSIVE
, RATING_TUNNEL_BRIDGE_NEEDED_PERMISSIVE
}, // Permissive
4003 /* check if you're allowed to remove the road/bridge/tunnel
4004 * owned by a town no removal if rating is lower than ... depends now on
4005 * difficulty setting. Minimum town rating selected by difficulty level
4007 int needed
= needed_rating
[_settings_game
.difficulty
.town_council_tolerance
][type
];
4009 if (GetRating(t
) < needed
) {
4010 SetDParam(0, t
->index
);
4011 return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS
);
4014 return CommandCost();
4017 static IntervalTimer
<TimerGameEconomy
> _economy_towns_monthly({TimerGameEconomy::MONTH
, TimerGameEconomy::Priority::TOWN
}, [](auto)
4019 for (Town
*t
: Town::Iterate()) {
4020 /* Check for active town actions and decrement their counters. */
4021 if (t
->road_build_months
!= 0) t
->road_build_months
--;
4022 if (t
->fund_buildings_months
!= 0) t
->fund_buildings_months
--;
4024 if (t
->exclusive_counter
!= 0) {
4025 if (--t
->exclusive_counter
== 0) t
->exclusivity
= INVALID_COMPANY
;
4028 /* Check for active failed bribe cooloff periods and decrement them. */
4029 for (const Company
*c
: Company::Iterate()) {
4030 if (t
->unwanted
[c
->index
] > 0) t
->unwanted
[c
->index
]--;
4033 /* Update cargo statistics. */
4034 for (auto &supplied
: t
->supplied
) supplied
.NewMonth();
4035 for (auto &received
: t
->received
) received
.NewMonth();
4037 UpdateTownGrowth(t
);
4038 UpdateTownRating(t
);
4040 SetWindowDirty(WC_TOWN_VIEW
, t
->index
);
4044 static IntervalTimer
<TimerGameEconomy
> _economy_towns_yearly({TimerGameEconomy::YEAR
, TimerGameEconomy::Priority::TOWN
}, [](auto)
4046 /* Increment house ages */
4047 for (TileIndex t
= 0; t
< Map::Size(); t
++) {
4048 if (!IsTileType(t
, MP_HOUSE
)) continue;
4049 IncrementHouseAge(t
);
4053 static CommandCost
TerraformTile_Town(TileIndex tile
, DoCommandFlag flags
, int z_new
, Slope tileh_new
)
4055 if (AutoslopeEnabled()) {
4056 HouseID house
= GetHouseType(tile
);
4057 GetHouseNorthPart(house
); // modifies house to the ID of the north tile
4058 const HouseSpec
*hs
= HouseSpec::Get(house
);
4060 /* Here we differ from TTDP by checking TILE_NOT_SLOPED */
4061 if (((hs
->building_flags
& TILE_NOT_SLOPED
) == 0) && !IsSteepSlope(tileh_new
) &&
4062 (GetTileMaxZ(tile
) == z_new
+ GetSlopeMaxZ(tileh_new
))) {
4063 bool allow_terraform
= true;
4065 /* Call the autosloping callback per tile, not for the whole building at once. */
4066 house
= GetHouseType(tile
);
4067 hs
= HouseSpec::Get(house
);
4068 if (HasBit(hs
->callback_mask
, CBM_HOUSE_AUTOSLOPE
)) {
4069 /* If the callback fails, allow autoslope. */
4070 uint16_t res
= GetHouseCallback(CBID_HOUSE_AUTOSLOPE
, 0, 0, house
, Town::GetByTile(tile
), tile
);
4071 if (res
!= CALLBACK_FAILED
&& ConvertBooleanCallback(hs
->grf_prop
.grffile
, CBID_HOUSE_AUTOSLOPE
, res
)) allow_terraform
= false;
4074 if (allow_terraform
) return CommandCost(EXPENSES_CONSTRUCTION
, _price
[PR_BUILD_FOUNDATION
]);
4078 return Command
<CMD_LANDSCAPE_CLEAR
>::Do(flags
, tile
);
4081 /** Tile callback functions for a town */
4082 extern const TileTypeProcs _tile_type_town_procs
= {
4083 DrawTile_Town
, // draw_tile_proc
4084 GetSlopePixelZ_Town
, // get_slope_z_proc
4085 ClearTile_Town
, // clear_tile_proc
4086 AddAcceptedCargo_Town
, // add_accepted_cargo_proc
4087 GetTileDesc_Town
, // get_tile_desc_proc
4088 GetTileTrackStatus_Town
, // get_tile_track_status_proc
4089 nullptr, // click_tile_proc
4090 AnimateTile_Town
, // animate_tile_proc
4091 TileLoop_Town
, // tile_loop_proc
4092 ChangeTileOwner_Town
, // change_tile_owner_proc
4093 AddProducedCargo_Town
, // add_produced_cargo_proc
4094 nullptr, // vehicle_enter_tile_proc
4095 GetFoundation_Town
, // get_foundation_proc
4096 TerraformTile_Town
, // terraform_tile_proc
4099 std::span
<const DrawBuildingsTileStruct
> GetTownDrawTileData()
4101 return _town_draw_tile_data
;