Fix: CmdSetAutoReplace didn't validate group type and engine type match (#9950)
[openttd-github.git] / src / town_cmd.cpp
blobef1995b8ca6583eddffb401f8bf91aab7eca1647
1 /*
2 * This file is part of OpenTTD.
3 * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
4 * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
5 * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
6 */
8 /** @file town_cmd.cpp Handling of town tiles. */
10 #include "stdafx.h"
11 #include "road.h"
12 #include "road_internal.h" /* Cleaning up road bits */
13 #include "road_cmd.h"
14 #include "landscape.h"
15 #include "viewport_func.h"
16 #include "viewport_kdtree.h"
17 #include "command_func.h"
18 #include "industry.h"
19 #include "station_base.h"
20 #include "station_kdtree.h"
21 #include "company_base.h"
22 #include "news_func.h"
23 #include "error.h"
24 #include "object.h"
25 #include "genworld.h"
26 #include "newgrf_debug.h"
27 #include "newgrf_house.h"
28 #include "newgrf_text.h"
29 #include "autoslope.h"
30 #include "tunnelbridge_map.h"
31 #include "strings_func.h"
32 #include "window_func.h"
33 #include "string_func.h"
34 #include "newgrf_cargo.h"
35 #include "cheat_type.h"
36 #include "animated_tile_func.h"
37 #include "date_func.h"
38 #include "subsidy_func.h"
39 #include "core/pool_func.hpp"
40 #include "town.h"
41 #include "town_kdtree.h"
42 #include "townname_func.h"
43 #include "core/random_func.hpp"
44 #include "core/backup_type.hpp"
45 #include "depot_base.h"
46 #include "object_map.h"
47 #include "object_base.h"
48 #include "ai/ai.hpp"
49 #include "game/game.hpp"
50 #include "town_cmd.h"
51 #include "landscape_cmd.h"
52 #include "road_cmd.h"
53 #include "terraform_cmd.h"
54 #include "tunnelbridge_cmd.h"
56 #include "table/strings.h"
57 #include "table/town_land.h"
59 #include "safeguards.h"
61 /* Initialize the town-pool */
62 TownPool _town_pool("Town");
63 INSTANTIATE_POOL_METHODS(Town)
66 TownKdtree _town_kdtree(&Kdtree_TownXYFunc);
68 void RebuildTownKdtree()
70 std::vector<TownID> townids;
71 for (const Town *town : Town::Iterate()) {
72 townids.push_back(town->index);
74 _town_kdtree.Build(townids.begin(), townids.end());
78 /**
79 * Check if a town 'owns' a bridge.
80 * Bridges to not directly have an owner, so we check the tiles adjacent to the bridge ends.
81 * If either adjacent tile belongs to the town then it will be assumed that the town built
82 * the bridge.
83 * @param tile Bridge tile to test
84 * @param t Town we are interested in
85 * @return true if town 'owns' a bridge.
87 static bool TestTownOwnsBridge(TileIndex tile, const Town *t)
89 if (!IsTileOwner(tile, OWNER_TOWN)) return false;
91 TileIndex adjacent = tile + TileOffsByDiagDir(ReverseDiagDir(GetTunnelBridgeDirection(tile)));
92 bool town_owned = IsTileType(adjacent, MP_ROAD) && IsTileOwner(adjacent, OWNER_TOWN) && GetTownIndex(adjacent) == t->index;
94 if (!town_owned) {
95 /* Or other adjacent road */
96 TileIndex adjacent = tile + TileOffsByDiagDir(ReverseDiagDir(GetTunnelBridgeDirection(GetOtherTunnelBridgeEnd(tile))));
97 town_owned = IsTileType(adjacent, MP_ROAD) && IsTileOwner(adjacent, OWNER_TOWN) && GetTownIndex(adjacent) == t->index;
100 return town_owned;
103 Town::~Town()
105 if (CleaningPool()) return;
107 /* Delete town authority window
108 * and remove from list of sorted towns */
109 CloseWindowById(WC_TOWN_VIEW, this->index);
111 #ifdef WITH_ASSERT
112 /* Check no industry is related to us. */
113 for (const Industry *i : Industry::Iterate()) {
114 assert(i->town != this);
117 /* ... and no object is related to us. */
118 for (const Object *o : Object::Iterate()) {
119 assert(o->town != this);
121 #endif /* WITH_ASSERT */
123 /* Check no tile is related to us. */
124 for (TileIndex tile = 0; tile < MapSize(); ++tile) {
125 switch (GetTileType(tile)) {
126 case MP_HOUSE:
127 assert(GetTownIndex(tile) != this->index);
128 break;
130 case MP_ROAD:
131 assert(!HasTownOwnedRoad(tile) || GetTownIndex(tile) != this->index);
132 break;
134 case MP_TUNNELBRIDGE:
135 assert(!TestTownOwnsBridge(tile, this));
136 break;
138 default:
139 break;
143 /* Clear the persistent storage list. */
144 this->psa_list.clear();
146 DeleteSubsidyWith(ST_TOWN, this->index);
147 DeleteNewGRFInspectWindow(GSF_FAKE_TOWNS, this->index);
148 CargoPacket::InvalidateAllFrom(ST_TOWN, this->index);
149 MarkWholeScreenDirty();
154 * Invalidating of the "nearest town cache" has to be done
155 * after removing item from the pool.
156 * @param index index of deleted item
158 void Town::PostDestructor(size_t index)
160 InvalidateWindowData(WC_TOWN_DIRECTORY, 0, TDIWD_FORCE_REBUILD);
161 UpdateNearestTownForRoadTiles(false);
163 /* Give objects a new home! */
164 for (Object *o : Object::Iterate()) {
165 if (o->town == nullptr) o->town = CalcClosestTownFromTile(o->location.tile, UINT_MAX);
170 * Assigns town layout. If Random, generates one based on TileHash.
172 void Town::InitializeLayout(TownLayout layout)
174 if (layout != TL_RANDOM) {
175 this->layout = layout;
176 return;
179 this->layout = static_cast<TownLayout>(TileHash(TileX(this->xy), TileY(this->xy)) % (NUM_TLS - 1));
183 * Return a random valid town.
184 * @return random town, nullptr if there are no towns
186 /* static */ Town *Town::GetRandom()
188 if (Town::GetNumItems() == 0) return nullptr;
189 int num = RandomRange((uint16)Town::GetNumItems());
190 size_t index = MAX_UVALUE(size_t);
192 while (num >= 0) {
193 num--;
194 index++;
196 /* Make sure we have a valid town */
197 while (!Town::IsValidID(index)) {
198 index++;
199 assert(index < Town::GetPoolSize());
203 return Town::Get(index);
206 void Town::FillCachedName() const
208 char buf[MAX_LENGTH_TOWN_NAME_CHARS * MAX_CHAR_LENGTH];
209 char *end = GetTownName(buf, this, lastof(buf));
210 this->cached_name.assign(buf, end);
214 * Get the cost for removing this house
215 * @return the cost (inflation corrected etc)
217 Money HouseSpec::GetRemovalCost() const
219 return (_price[PR_CLEAR_HOUSE] * this->removal_cost) >> 8;
222 /* Local */
223 static int _grow_town_result;
225 /* Describe the possible states */
226 enum TownGrowthResult {
227 GROWTH_SUCCEED = -1,
228 GROWTH_SEARCH_STOPPED = 0
229 // GROWTH_SEARCH_RUNNING >= 1
232 static bool BuildTownHouse(Town *t, TileIndex tile);
233 static Town *CreateRandomTown(uint attempts, uint32 townnameparts, TownSize size, bool city, TownLayout layout);
235 static void TownDrawHouseLift(const TileInfo *ti)
237 AddChildSpriteScreen(SPR_LIFT, PAL_NONE, 14, 60 - GetLiftPosition(ti->tile));
240 typedef void TownDrawTileProc(const TileInfo *ti);
241 static TownDrawTileProc * const _town_draw_tile_procs[1] = {
242 TownDrawHouseLift
246 * Return a random direction
248 * @return a random direction
250 static inline DiagDirection RandomDiagDir()
252 return (DiagDirection)(3 & Random());
256 * House Tile drawing handler.
257 * Part of the tile loop process
258 * @param ti TileInfo of the tile to draw
260 static void DrawTile_Town(TileInfo *ti)
262 HouseID house_id = GetHouseType(ti->tile);
264 if (house_id >= NEW_HOUSE_OFFSET) {
265 /* Houses don't necessarily need new graphics. If they don't have a
266 * spritegroup associated with them, then the sprite for the substitute
267 * house id is drawn instead. */
268 if (HouseSpec::Get(house_id)->grf_prop.spritegroup[0] != nullptr) {
269 DrawNewHouseTile(ti, house_id);
270 return;
271 } else {
272 house_id = HouseSpec::Get(house_id)->grf_prop.subst_id;
276 /* Retrieve pointer to the draw town tile struct */
277 const DrawBuildingsTileStruct *dcts = &_town_draw_tile_data[house_id << 4 | TileHash2Bit(ti->x, ti->y) << 2 | GetHouseBuildingStage(ti->tile)];
279 if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, FOUNDATION_LEVELED);
281 DrawGroundSprite(dcts->ground.sprite, dcts->ground.pal);
283 /* If houses are invisible, do not draw the upper part */
284 if (IsInvisibilitySet(TO_HOUSES)) return;
286 /* Add a house on top of the ground? */
287 SpriteID image = dcts->building.sprite;
288 if (image != 0) {
289 AddSortableSpriteToDraw(image, dcts->building.pal,
290 ti->x + dcts->subtile_x,
291 ti->y + dcts->subtile_y,
292 dcts->width,
293 dcts->height,
294 dcts->dz,
295 ti->z,
296 IsTransparencySet(TO_HOUSES)
299 if (IsTransparencySet(TO_HOUSES)) return;
303 int proc = dcts->draw_proc - 1;
305 if (proc >= 0) _town_draw_tile_procs[proc](ti);
309 static int GetSlopePixelZ_Town(TileIndex tile, uint x, uint y)
311 return GetTileMaxPixelZ(tile);
314 /** Tile callback routine */
315 static Foundation GetFoundation_Town(TileIndex tile, Slope tileh)
317 HouseID hid = GetHouseType(tile);
319 /* For NewGRF house tiles we might not be drawing a foundation. We need to
320 * account for this, as other structures should
321 * draw the wall of the foundation in this case.
323 if (hid >= NEW_HOUSE_OFFSET) {
324 const HouseSpec *hs = HouseSpec::Get(hid);
325 if (hs->grf_prop.spritegroup[0] != nullptr && HasBit(hs->callback_mask, CBM_HOUSE_DRAW_FOUNDATIONS)) {
326 uint32 callback_res = GetHouseCallback(CBID_HOUSE_DRAW_FOUNDATIONS, 0, 0, hid, Town::GetByTile(tile), tile);
327 if (callback_res != CALLBACK_FAILED && !ConvertBooleanCallback(hs->grf_prop.grffile, CBID_HOUSE_DRAW_FOUNDATIONS, callback_res)) return FOUNDATION_NONE;
330 return FlatteningFoundation(tileh);
334 * Animate a tile for a town
335 * Only certain houses can be animated
336 * The newhouses animation supersedes regular ones
337 * @param tile TileIndex of the house to animate
339 static void AnimateTile_Town(TileIndex tile)
341 if (GetHouseType(tile) >= NEW_HOUSE_OFFSET) {
342 AnimateNewHouseTile(tile);
343 return;
346 if (_tick_counter & 3) return;
348 /* If the house is not one with a lift anymore, then stop this animating.
349 * Not exactly sure when this happens, but probably when a house changes.
350 * Before this was just a return...so it'd leak animated tiles..
351 * That bug seems to have been here since day 1?? */
352 if (!(HouseSpec::Get(GetHouseType(tile))->building_flags & BUILDING_IS_ANIMATED)) {
353 DeleteAnimatedTile(tile);
354 return;
357 if (!LiftHasDestination(tile)) {
358 uint i;
360 /* Building has 6 floors, number 0 .. 6, where 1 is illegal.
361 * This is due to the fact that the first floor is, in the graphics,
362 * the height of 2 'normal' floors.
363 * Furthermore, there are 6 lift positions from floor N (incl) to floor N + 1 (excl) */
364 do {
365 i = RandomRange(7);
366 } while (i == 1 || i * 6 == GetLiftPosition(tile));
368 SetLiftDestination(tile, i);
371 int pos = GetLiftPosition(tile);
372 int dest = GetLiftDestination(tile) * 6;
373 pos += (pos < dest) ? 1 : -1;
374 SetLiftPosition(tile, pos);
376 if (pos == dest) {
377 HaltLift(tile);
378 DeleteAnimatedTile(tile);
381 MarkTileDirtyByTile(tile);
385 * Determines if a town is close to a tile
386 * @param tile TileIndex of the tile to query
387 * @param dist maximum distance to be accepted
388 * @returns true if the tile correspond to the distance criteria
390 static bool IsCloseToTown(TileIndex tile, uint dist)
392 if (_town_kdtree.Count() == 0) return false;
393 Town *t = Town::Get(_town_kdtree.FindNearest(TileX(tile), TileY(tile)));
394 return DistanceManhattan(tile, t->xy) < dist;
398 * Resize the sign(label) of the town after changes in
399 * population (creation or growth or else)
401 void Town::UpdateVirtCoord()
403 Point pt = RemapCoords2(TileX(this->xy) * TILE_SIZE, TileY(this->xy) * TILE_SIZE);
405 if (this->cache.sign.kdtree_valid) _viewport_sign_kdtree.Remove(ViewportSignKdtreeItem::MakeTown(this->index));
407 SetDParam(0, this->index);
408 SetDParam(1, this->cache.population);
409 this->cache.sign.UpdatePosition(pt.x, pt.y - 24 * ZOOM_LVL_BASE,
410 _settings_client.gui.population_in_label ? STR_VIEWPORT_TOWN_POP : STR_VIEWPORT_TOWN,
411 STR_VIEWPORT_TOWN);
413 _viewport_sign_kdtree.Insert(ViewportSignKdtreeItem::MakeTown(this->index));
415 SetWindowDirty(WC_TOWN_VIEW, this->index);
418 /** Update the virtual coords needed to draw the town sign for all towns. */
419 void UpdateAllTownVirtCoords()
421 for (Town *t : Town::Iterate()) {
422 t->UpdateVirtCoord();
426 void ClearAllTownCachedNames()
428 for (Town *t : Town::Iterate()) {
429 t->cached_name.clear();
434 * Change the towns population
435 * @param t Town which population has changed
436 * @param mod population change (can be positive or negative)
438 static void ChangePopulation(Town *t, int mod)
440 t->cache.population += mod;
441 InvalidateWindowData(WC_TOWN_VIEW, t->index); // Cargo requirements may appear/vanish for small populations
442 if (_settings_client.gui.population_in_label) t->UpdateVirtCoord();
444 InvalidateWindowData(WC_TOWN_DIRECTORY, 0, TDIWD_POPULATION_CHANGE);
448 * Determines the world population
449 * Basically, count population of all towns, one by one
450 * @return uint32 the calculated population of the world
452 uint32 GetWorldPopulation()
454 uint32 pop = 0;
455 for (const Town *t : Town::Iterate()) pop += t->cache.population;
456 return pop;
460 * Remove stations from nearby station list if a town is no longer in the catchment area of each.
461 * To improve performance only checks stations that cover the provided house area (doesn't need to contain an actual house).
462 * @param t Town to work on
463 * @param tile Location of house area (north part)
464 * @param flags BuildingFlags containing the size of house area
466 static void RemoveNearbyStations(Town *t, TileIndex tile, BuildingFlags flags)
468 for (StationList::iterator it = t->stations_near.begin(); it != t->stations_near.end(); /* incremented inside loop */) {
469 const Station *st = *it;
471 bool covers_area = st->TileIsInCatchment(tile);
472 if (flags & BUILDING_2_TILES_Y) covers_area |= st->TileIsInCatchment(tile + TileDiffXY(0, 1));
473 if (flags & BUILDING_2_TILES_X) covers_area |= st->TileIsInCatchment(tile + TileDiffXY(1, 0));
474 if (flags & BUILDING_HAS_4_TILES) covers_area |= st->TileIsInCatchment(tile + TileDiffXY(1, 1));
476 if (covers_area && !st->CatchmentCoversTown(t->index)) {
477 it = t->stations_near.erase(it);
478 } else {
479 ++it;
485 * Helper function for house completion stages progression
486 * @param tile TileIndex of the house (or parts of it) to "grow"
488 static void MakeSingleHouseBigger(TileIndex tile)
490 assert(IsTileType(tile, MP_HOUSE));
492 /* progress in construction stages */
493 IncHouseConstructionTick(tile);
494 if (GetHouseConstructionTick(tile) != 0) return;
496 AnimateNewHouseConstruction(tile);
498 if (IsHouseCompleted(tile)) {
499 /* Now that construction is complete, we can add the population of the
500 * building to the town. */
501 ChangePopulation(Town::GetByTile(tile), HouseSpec::Get(GetHouseType(tile))->population);
502 ResetHouseAge(tile);
504 MarkTileDirtyByTile(tile);
508 * Make the house advance in its construction stages until completion
509 * @param tile TileIndex of house
511 static void MakeTownHouseBigger(TileIndex tile)
513 uint flags = HouseSpec::Get(GetHouseType(tile))->building_flags;
514 if (flags & BUILDING_HAS_1_TILE) MakeSingleHouseBigger(TILE_ADDXY(tile, 0, 0));
515 if (flags & BUILDING_2_TILES_Y) MakeSingleHouseBigger(TILE_ADDXY(tile, 0, 1));
516 if (flags & BUILDING_2_TILES_X) MakeSingleHouseBigger(TILE_ADDXY(tile, 1, 0));
517 if (flags & BUILDING_HAS_4_TILES) MakeSingleHouseBigger(TILE_ADDXY(tile, 1, 1));
521 * Tile callback function.
523 * Periodic tic handler for houses and town
524 * @param tile been asked to do its stuff
526 static void TileLoop_Town(TileIndex tile)
528 HouseID house_id = GetHouseType(tile);
530 /* NewHouseTileLoop returns false if Callback 21 succeeded, i.e. the house
531 * doesn't exist any more, so don't continue here. */
532 if (house_id >= NEW_HOUSE_OFFSET && !NewHouseTileLoop(tile)) return;
534 if (!IsHouseCompleted(tile)) {
535 /* Construction is not completed. See if we can go further in construction*/
536 MakeTownHouseBigger(tile);
537 return;
540 const HouseSpec *hs = HouseSpec::Get(house_id);
542 /* If the lift has a destination, it is already an animated tile. */
543 if ((hs->building_flags & BUILDING_IS_ANIMATED) &&
544 house_id < NEW_HOUSE_OFFSET &&
545 !LiftHasDestination(tile) &&
546 Chance16(1, 2)) {
547 AddAnimatedTile(tile);
550 Town *t = Town::GetByTile(tile);
551 uint32 r = Random();
553 StationFinder stations(TileArea(tile, 1, 1));
555 if (HasBit(hs->callback_mask, CBM_HOUSE_PRODUCE_CARGO)) {
556 for (uint i = 0; i < 256; i++) {
557 uint16 callback = GetHouseCallback(CBID_HOUSE_PRODUCE_CARGO, i, r, house_id, t, tile);
559 if (callback == CALLBACK_FAILED || callback == CALLBACK_HOUSEPRODCARGO_END) break;
561 CargoID cargo = GetCargoTranslation(GB(callback, 8, 7), hs->grf_prop.grffile);
562 if (cargo == CT_INVALID) continue;
564 uint amt = GB(callback, 0, 8);
565 if (amt == 0) continue;
567 uint moved = MoveGoodsToStation(cargo, amt, ST_TOWN, t->index, stations.GetStations());
569 const CargoSpec *cs = CargoSpec::Get(cargo);
570 t->supplied[cs->Index()].new_max += amt;
571 t->supplied[cs->Index()].new_act += moved;
573 } else {
574 switch (_settings_game.economy.town_cargogen_mode) {
575 case TCGM_ORIGINAL:
576 /* Original (quadratic) cargo generation algorithm */
577 if (GB(r, 0, 8) < hs->population) {
578 uint amt = GB(r, 0, 8) / 8 + 1;
580 if (EconomyIsInRecession()) amt = (amt + 1) >> 1;
581 t->supplied[CT_PASSENGERS].new_max += amt;
582 t->supplied[CT_PASSENGERS].new_act += MoveGoodsToStation(CT_PASSENGERS, amt, ST_TOWN, t->index, stations.GetStations());
585 if (GB(r, 8, 8) < hs->mail_generation) {
586 uint amt = GB(r, 8, 8) / 8 + 1;
588 if (EconomyIsInRecession()) amt = (amt + 1) >> 1;
589 t->supplied[CT_MAIL].new_max += amt;
590 t->supplied[CT_MAIL].new_act += MoveGoodsToStation(CT_MAIL, amt, ST_TOWN, t->index, stations.GetStations());
592 break;
594 case TCGM_BITCOUNT:
595 /* Binomial distribution per tick, by a series of coin flips */
596 /* Reduce generation rate to a 1/4, using tile bits to spread out distribution.
597 * As tick counter is incremented by 256 between each call, we ignore the lower 8 bits. */
598 if (GB(_tick_counter, 8, 2) == GB(tile, 0, 2)) {
599 /* Make a bitmask with up to 32 bits set, one for each potential pax */
600 int genmax = (hs->population + 7) / 8;
601 uint32 genmask = (genmax >= 32) ? 0xFFFFFFFF : ((1 << genmax) - 1);
602 /* Mask random value by potential pax and count number of actual pax */
603 uint amt = CountBits(r & genmask);
604 /* Adjust and apply */
605 if (EconomyIsInRecession()) amt = (amt + 1) >> 1;
606 t->supplied[CT_PASSENGERS].new_max += amt;
607 t->supplied[CT_PASSENGERS].new_act += MoveGoodsToStation(CT_PASSENGERS, amt, ST_TOWN, t->index, stations.GetStations());
609 /* Do the same for mail, with a fresh random */
610 r = Random();
611 genmax = (hs->mail_generation + 7) / 8;
612 genmask = (genmax >= 32) ? 0xFFFFFFFF : ((1 << genmax) - 1);
613 amt = CountBits(r & genmask);
614 if (EconomyIsInRecession()) amt = (amt + 1) >> 1;
615 t->supplied[CT_MAIL].new_max += amt;
616 t->supplied[CT_MAIL].new_act += MoveGoodsToStation(CT_MAIL, amt, ST_TOWN, t->index, stations.GetStations());
618 break;
620 default:
621 NOT_REACHED();
625 Backup<CompanyID> cur_company(_current_company, OWNER_TOWN, FILE_LINE);
627 if ((hs->building_flags & BUILDING_HAS_1_TILE) &&
628 HasBit(t->flags, TOWN_IS_GROWING) &&
629 CanDeleteHouse(tile) &&
630 GetHouseAge(tile) >= hs->minimum_life &&
631 --t->time_until_rebuild == 0) {
632 t->time_until_rebuild = GB(r, 16, 8) + 192;
634 ClearTownHouse(t, tile);
636 /* Rebuild with another house? */
637 if (GB(r, 24, 8) >= 12) {
638 /* If we are multi-tile houses, make sure to replace the house
639 * closest to city center. If we do not do this, houses tend to
640 * wander away from roads and other houses. */
641 if (hs->building_flags & BUILDING_HAS_2_TILES) {
642 /* House tiles are always the most north tile. Move the new
643 * house to the south if we are north of the city center. */
644 TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);
645 int x = Clamp(grid_pos.x, 0, 1);
646 int y = Clamp(grid_pos.y, 0, 1);
648 if (hs->building_flags & TILE_SIZE_2x2) {
649 tile = TILE_ADDXY(tile, x, y);
650 } else if (hs->building_flags & TILE_SIZE_1x2) {
651 tile = TILE_ADDXY(tile, 0, y);
652 } else if (hs->building_flags & TILE_SIZE_2x1) {
653 tile = TILE_ADDXY(tile, x, 0);
657 BuildTownHouse(t, tile);
661 cur_company.Restore();
664 static CommandCost ClearTile_Town(TileIndex tile, DoCommandFlag flags)
666 if (flags & DC_AUTO) return_cmd_error(STR_ERROR_BUILDING_MUST_BE_DEMOLISHED);
667 if (!CanDeleteHouse(tile)) return CMD_ERROR;
669 const HouseSpec *hs = HouseSpec::Get(GetHouseType(tile));
671 CommandCost cost(EXPENSES_CONSTRUCTION);
672 cost.AddCost(hs->GetRemovalCost());
674 int rating = hs->remove_rating_decrease;
675 Town *t = Town::GetByTile(tile);
677 if (Company::IsValidID(_current_company)) {
678 if (rating > t->ratings[_current_company] && !(flags & DC_NO_TEST_TOWN_RATING) &&
679 !_cheats.magic_bulldozer.value && _settings_game.difficulty.town_council_tolerance != TOWN_COUNCIL_PERMISSIVE) {
680 SetDParam(0, t->index);
681 return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
685 ChangeTownRating(t, -rating, RATING_HOUSE_MINIMUM, flags);
686 if (flags & DC_EXEC) {
687 ClearTownHouse(t, tile);
690 return cost;
693 static void AddProducedCargo_Town(TileIndex tile, CargoArray &produced)
695 HouseID house_id = GetHouseType(tile);
696 const HouseSpec *hs = HouseSpec::Get(house_id);
697 Town *t = Town::GetByTile(tile);
699 if (HasBit(hs->callback_mask, CBM_HOUSE_PRODUCE_CARGO)) {
700 for (uint i = 0; i < 256; i++) {
701 uint16 callback = GetHouseCallback(CBID_HOUSE_PRODUCE_CARGO, i, 0, house_id, t, tile);
703 if (callback == CALLBACK_FAILED || callback == CALLBACK_HOUSEPRODCARGO_END) break;
705 CargoID cargo = GetCargoTranslation(GB(callback, 8, 7), hs->grf_prop.grffile);
707 if (cargo == CT_INVALID) continue;
708 produced[cargo]++;
710 } else {
711 if (hs->population > 0) {
712 produced[CT_PASSENGERS]++;
714 if (hs->mail_generation > 0) {
715 produced[CT_MAIL]++;
720 static inline void AddAcceptedCargoSetMask(CargoID cargo, uint amount, CargoArray &acceptance, CargoTypes *always_accepted)
722 if (cargo == CT_INVALID || amount == 0) return;
723 acceptance[cargo] += amount;
724 SetBit(*always_accepted, cargo);
727 static void AddAcceptedCargo_Town(TileIndex tile, CargoArray &acceptance, CargoTypes *always_accepted)
729 const HouseSpec *hs = HouseSpec::Get(GetHouseType(tile));
730 CargoID accepts[lengthof(hs->accepts_cargo)];
732 /* Set the initial accepted cargo types */
733 for (uint8 i = 0; i < lengthof(accepts); i++) {
734 accepts[i] = hs->accepts_cargo[i];
737 /* Check for custom accepted cargo types */
738 if (HasBit(hs->callback_mask, CBM_HOUSE_ACCEPT_CARGO)) {
739 uint16 callback = GetHouseCallback(CBID_HOUSE_ACCEPT_CARGO, 0, 0, GetHouseType(tile), Town::GetByTile(tile), tile);
740 if (callback != CALLBACK_FAILED) {
741 /* Replace accepted cargo types with translated values from callback */
742 accepts[0] = GetCargoTranslation(GB(callback, 0, 5), hs->grf_prop.grffile);
743 accepts[1] = GetCargoTranslation(GB(callback, 5, 5), hs->grf_prop.grffile);
744 accepts[2] = GetCargoTranslation(GB(callback, 10, 5), hs->grf_prop.grffile);
748 /* Check for custom cargo acceptance */
749 if (HasBit(hs->callback_mask, CBM_HOUSE_CARGO_ACCEPTANCE)) {
750 uint16 callback = GetHouseCallback(CBID_HOUSE_CARGO_ACCEPTANCE, 0, 0, GetHouseType(tile), Town::GetByTile(tile), tile);
751 if (callback != CALLBACK_FAILED) {
752 AddAcceptedCargoSetMask(accepts[0], GB(callback, 0, 4), acceptance, always_accepted);
753 AddAcceptedCargoSetMask(accepts[1], GB(callback, 4, 4), acceptance, always_accepted);
754 if (_settings_game.game_creation.landscape != LT_TEMPERATE && HasBit(callback, 12)) {
755 /* The 'S' bit indicates food instead of goods */
756 AddAcceptedCargoSetMask(CT_FOOD, GB(callback, 8, 4), acceptance, always_accepted);
757 } else {
758 AddAcceptedCargoSetMask(accepts[2], GB(callback, 8, 4), acceptance, always_accepted);
760 return;
764 /* No custom acceptance, so fill in with the default values */
765 for (uint8 i = 0; i < lengthof(accepts); i++) {
766 AddAcceptedCargoSetMask(accepts[i], hs->cargo_acceptance[i], acceptance, always_accepted);
770 static void GetTileDesc_Town(TileIndex tile, TileDesc *td)
772 const HouseID house = GetHouseType(tile);
773 const HouseSpec *hs = HouseSpec::Get(house);
774 bool house_completed = IsHouseCompleted(tile);
776 td->str = hs->building_name;
778 uint16 callback_res = GetHouseCallback(CBID_HOUSE_CUSTOM_NAME, house_completed ? 1 : 0, 0, house, Town::GetByTile(tile), tile);
779 if (callback_res != CALLBACK_FAILED && callback_res != 0x400) {
780 if (callback_res > 0x400) {
781 ErrorUnknownCallbackResult(hs->grf_prop.grffile->grfid, CBID_HOUSE_CUSTOM_NAME, callback_res);
782 } else {
783 StringID new_name = GetGRFStringID(hs->grf_prop.grffile->grfid, 0xD000 + callback_res);
784 if (new_name != STR_NULL && new_name != STR_UNDEFINED) {
785 td->str = new_name;
790 if (!house_completed) {
791 SetDParamX(td->dparam, 0, td->str);
792 td->str = STR_LAI_TOWN_INDUSTRY_DESCRIPTION_UNDER_CONSTRUCTION;
795 if (hs->grf_prop.grffile != nullptr) {
796 const GRFConfig *gc = GetGRFConfig(hs->grf_prop.grffile->grfid);
797 td->grf = gc->GetName();
800 td->owner[0] = OWNER_TOWN;
803 static TrackStatus GetTileTrackStatus_Town(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
805 /* not used */
806 return 0;
809 static void ChangeTileOwner_Town(TileIndex tile, Owner old_owner, Owner new_owner)
811 /* not used */
814 static bool GrowTown(Town *t);
816 static void TownTickHandler(Town *t)
818 if (HasBit(t->flags, TOWN_IS_GROWING)) {
819 int i = (int)t->grow_counter - 1;
820 if (i < 0) {
821 if (GrowTown(t)) {
822 i = t->growth_rate;
823 } else {
824 /* If growth failed wait a bit before retrying */
825 i = std::min<uint16>(t->growth_rate, TOWN_GROWTH_TICKS - 1);
828 t->grow_counter = i;
832 void OnTick_Town()
834 if (_game_mode == GM_EDITOR) return;
836 for (Town *t : Town::Iterate()) {
837 TownTickHandler(t);
842 * Return the RoadBits of a tile
844 * @note There are many other functions doing things like that.
845 * @note Needs to be checked for needlessness.
846 * @param tile The tile we want to analyse
847 * @return The roadbits of the given tile
849 static RoadBits GetTownRoadBits(TileIndex tile)
851 if (IsRoadDepotTile(tile) || IsStandardRoadStopTile(tile)) return ROAD_NONE;
853 return GetAnyRoadBits(tile, RTT_ROAD, true);
856 RoadType GetTownRoadType(const Town *t)
858 RoadType best_rt = ROADTYPE_ROAD;
859 const RoadTypeInfo *best = nullptr;
860 const uint16 assume_max_speed = 50;
862 for (RoadType rt = ROADTYPE_BEGIN; rt != ROADTYPE_END; rt++) {
863 if (RoadTypeIsTram(rt)) continue;
865 const RoadTypeInfo *rti = GetRoadTypeInfo(rt);
867 /* Unused road type. */
868 if (rti->label == 0) continue;
870 /* Can town build this road. */
871 if (!HasBit(rti->flags, ROTF_TOWN_BUILD)) continue;
873 /* Not yet introduced at this date. */
874 if (IsInsideMM(rti->introduction_date, 0, MAX_DAY) && rti->introduction_date > _date) continue;
876 if (best != nullptr) {
877 if ((rti->max_speed == 0 ? assume_max_speed : rti->max_speed) < (best->max_speed == 0 ? assume_max_speed : best->max_speed)) continue;
880 best_rt = rt;
881 best = rti;
884 return best_rt;
888 * Check for parallel road inside a given distance.
889 * Assuming a road from (tile - TileOffsByDiagDir(dir)) to tile,
890 * is there a parallel road left or right of it within distance dist_multi?
892 * @param tile current tile
893 * @param dir target direction
894 * @param dist_multi distance multiplayer
895 * @return true if there is a parallel road
897 static bool IsNeighborRoadTile(TileIndex tile, const DiagDirection dir, uint dist_multi)
899 if (!IsValidTile(tile)) return false;
901 /* Lookup table for the used diff values */
902 const TileIndexDiff tid_lt[3] = {
903 TileOffsByDiagDir(ChangeDiagDir(dir, DIAGDIRDIFF_90RIGHT)),
904 TileOffsByDiagDir(ChangeDiagDir(dir, DIAGDIRDIFF_90LEFT)),
905 TileOffsByDiagDir(ReverseDiagDir(dir)),
908 dist_multi = (dist_multi + 1) * 4;
909 for (uint pos = 4; pos < dist_multi; pos++) {
910 /* Go (pos / 4) tiles to the left or the right */
911 TileIndexDiff cur = tid_lt[(pos & 1) ? 0 : 1] * (pos / 4);
913 /* Use the current tile as origin, or go one tile backwards */
914 if (pos & 2) cur += tid_lt[2];
916 /* Test for roadbit parallel to dir and facing towards the middle axis */
917 if (IsValidTile(tile + cur) &&
918 GetTownRoadBits(TILE_ADD(tile, cur)) & DiagDirToRoadBits((pos & 2) ? dir : ReverseDiagDir(dir))) return true;
920 return false;
924 * Check if a Road is allowed on a given tile
926 * @param t The current town
927 * @param tile The target tile
928 * @param dir The direction in which we want to extend the town
929 * @return true if it is allowed else false
931 static bool IsRoadAllowedHere(Town *t, TileIndex tile, DiagDirection dir)
933 if (DistanceFromEdge(tile) == 0) return false;
935 /* Prevent towns from building roads under bridges along the bridge. Looks silly. */
936 if (IsBridgeAbove(tile) && GetBridgeAxis(tile) == DiagDirToAxis(dir)) return false;
938 /* Check if there already is a road at this point? */
939 if (GetTownRoadBits(tile) == ROAD_NONE) {
940 /* No, try if we are able to build a road piece there.
941 * If that fails clear the land, and if that fails exit.
942 * This is to make sure that we can build a road here later. */
943 RoadType rt = GetTownRoadType(t);
944 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() &&
945 Command<CMD_LANDSCAPE_CLEAR>::Do(DC_AUTO | DC_NO_WATER, tile).Failed()) {
946 return false;
950 Slope cur_slope = _settings_game.construction.build_on_slopes ? GetFoundationSlope(tile) : GetTileSlope(tile);
951 bool ret = !IsNeighborRoadTile(tile, dir, t->layout == TL_ORIGINAL ? 1 : 2);
952 if (cur_slope == SLOPE_FLAT) return ret;
954 /* If the tile is not a slope in the right direction, then
955 * maybe terraform some. */
956 Slope desired_slope = (dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? SLOPE_NW : SLOPE_NE;
957 if (desired_slope != cur_slope && ComplementSlope(desired_slope) != cur_slope) {
958 if (Chance16(1, 8)) {
959 CommandCost res = CMD_ERROR;
960 if (!_generating_world && Chance16(1, 10)) {
961 /* Note: Do not replace "^ SLOPE_ELEVATED" with ComplementSlope(). The slope might be steep. */
962 res = std::get<0>(Command<CMD_TERRAFORM_LAND>::Do(DC_EXEC | DC_AUTO | DC_NO_WATER,
963 tile, Chance16(1, 16) ? cur_slope : cur_slope ^ SLOPE_ELEVATED, false));
965 if (res.Failed() && Chance16(1, 3)) {
966 /* We can consider building on the slope, though. */
967 return ret;
970 return false;
972 return ret;
975 static bool TerraformTownTile(TileIndex tile, Slope edges, bool dir)
977 assert(tile < MapSize());
979 CommandCost r = std::get<0>(Command<CMD_TERRAFORM_LAND>::Do(DC_AUTO | DC_NO_WATER, tile, edges, dir));
980 if (r.Failed() || r.GetCost() >= (_price[PR_TERRAFORM] + 2) * 8) return false;
981 Command<CMD_TERRAFORM_LAND>::Do(DC_AUTO | DC_NO_WATER | DC_EXEC, tile, edges, dir);
982 return true;
985 static void LevelTownLand(TileIndex tile)
987 assert(tile < MapSize());
989 /* Don't terraform if land is plain or if there's a house there. */
990 if (IsTileType(tile, MP_HOUSE)) return;
991 Slope tileh = GetTileSlope(tile);
992 if (tileh == SLOPE_FLAT) return;
994 /* First try up, then down */
995 if (!TerraformTownTile(tile, ~tileh & SLOPE_ELEVATED, true)) {
996 TerraformTownTile(tile, tileh & SLOPE_ELEVATED, false);
1001 * Generate the RoadBits of a grid tile
1003 * @param t current town
1004 * @param tile tile in reference to the town
1005 * @param dir The direction to which we are growing ATM
1006 * @return the RoadBit of the current tile regarding
1007 * the selected town layout
1009 static RoadBits GetTownRoadGridElement(Town *t, TileIndex tile, DiagDirection dir)
1011 /* align the grid to the downtown */
1012 TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile); // Vector from downtown to the tile
1013 RoadBits rcmd = ROAD_NONE;
1015 switch (t->layout) {
1016 default: NOT_REACHED();
1018 case TL_2X2_GRID:
1019 if ((grid_pos.x % 3) == 0) rcmd |= ROAD_Y;
1020 if ((grid_pos.y % 3) == 0) rcmd |= ROAD_X;
1021 break;
1023 case TL_3X3_GRID:
1024 if ((grid_pos.x % 4) == 0) rcmd |= ROAD_Y;
1025 if ((grid_pos.y % 4) == 0) rcmd |= ROAD_X;
1026 break;
1029 /* Optimise only X-junctions */
1030 if (rcmd != ROAD_ALL) return rcmd;
1032 RoadBits rb_template;
1034 switch (GetTileSlope(tile)) {
1035 default: rb_template = ROAD_ALL; break;
1036 case SLOPE_W: rb_template = ROAD_NW | ROAD_SW; break;
1037 case SLOPE_SW: rb_template = ROAD_Y | ROAD_SW; break;
1038 case SLOPE_S: rb_template = ROAD_SW | ROAD_SE; break;
1039 case SLOPE_SE: rb_template = ROAD_X | ROAD_SE; break;
1040 case SLOPE_E: rb_template = ROAD_SE | ROAD_NE; break;
1041 case SLOPE_NE: rb_template = ROAD_Y | ROAD_NE; break;
1042 case SLOPE_N: rb_template = ROAD_NE | ROAD_NW; break;
1043 case SLOPE_NW: rb_template = ROAD_X | ROAD_NW; break;
1044 case SLOPE_STEEP_W:
1045 case SLOPE_STEEP_S:
1046 case SLOPE_STEEP_E:
1047 case SLOPE_STEEP_N:
1048 rb_template = ROAD_NONE;
1049 break;
1052 /* Stop if the template is compatible to the growth dir */
1053 if (DiagDirToRoadBits(ReverseDiagDir(dir)) & rb_template) return rb_template;
1054 /* If not generate a straight road in the direction of the growth */
1055 return DiagDirToRoadBits(dir) | DiagDirToRoadBits(ReverseDiagDir(dir));
1059 * Grows the town with an extra house.
1060 * Check if there are enough neighbor house tiles
1061 * next to the current tile. If there are enough
1062 * add another house.
1064 * @param t The current town
1065 * @param tile The target tile for the extra house
1066 * @return true if an extra house has been added
1068 static bool GrowTownWithExtraHouse(Town *t, TileIndex tile)
1070 /* We can't look further than that. */
1071 if (DistanceFromEdge(tile) == 0) return false;
1073 uint counter = 0; // counts the house neighbor tiles
1075 /* Check the tiles E,N,W and S of the current tile for houses */
1076 for (DiagDirection dir = DIAGDIR_BEGIN; dir < DIAGDIR_END; dir++) {
1077 /* Count both void and house tiles for checking whether there
1078 * are enough houses in the area. This to make it likely that
1079 * houses get build up to the edge of the map. */
1080 switch (GetTileType(TileAddByDiagDir(tile, dir))) {
1081 case MP_HOUSE:
1082 case MP_VOID:
1083 counter++;
1084 break;
1086 default:
1087 break;
1090 /* If there are enough neighbors stop here */
1091 if (counter >= 3) {
1092 if (BuildTownHouse(t, tile)) {
1093 _grow_town_result = GROWTH_SUCCEED;
1094 return true;
1096 return false;
1099 return false;
1103 * Grows the town with a road piece.
1105 * @param t The current town
1106 * @param tile The current tile
1107 * @param rcmd The RoadBits we want to build on the tile
1108 * @return true if the RoadBits have been added else false
1110 static bool GrowTownWithRoad(const Town *t, TileIndex tile, RoadBits rcmd)
1112 RoadType rt = GetTownRoadType(t);
1113 if (Command<CMD_BUILD_ROAD>::Do(DC_EXEC | DC_AUTO | DC_NO_WATER, tile, rcmd, rt, DRD_NONE, t->index).Succeeded()) {
1114 _grow_town_result = GROWTH_SUCCEED;
1115 return true;
1117 return false;
1121 * Checks if a town road can be continued into the next tile.
1122 * Road vehicle stations, bridges, and tunnels are fine, as long as they are facing the right direction.
1124 * @param t The current town
1125 * @param tile The tile where the road would be built
1126 * @param road_dir The direction of the road
1127 * @return true if the road can be continued, else false
1129 static bool CanRoadContinueIntoNextTile(const Town *t, const TileIndex tile, const DiagDirection road_dir)
1131 const int delta = TileOffsByDiagDir(road_dir); // +1 tile in the direction of the road
1132 TileIndex next_tile = tile + delta; // The tile beyond which must be connectable to the target tile
1133 RoadBits rcmd = DiagDirToRoadBits(ReverseDiagDir(road_dir));
1134 RoadType rt = GetTownRoadType(t);
1136 /* Before we try anything, make sure the tile is on the map and not the void. */
1137 if (!IsValidTile(next_tile)) return false;
1139 /* If the next tile is a bridge or tunnel, allow if it's continuing in the same direction. */
1140 if (IsTileType(next_tile, MP_TUNNELBRIDGE)) {
1141 return GetTunnelBridgeTransportType(next_tile) == TRANSPORT_ROAD && GetTunnelBridgeDirection(next_tile) == road_dir;
1144 /* If the next tile is a station, allow if it's a road station facing the proper direction. Otherwise return false. */
1145 if (IsTileType(next_tile, MP_STATION)) {
1146 /* If the next tile is a road station, allow if it can be entered by the new tunnel/bridge, otherwise disallow. */
1147 return IsRoadStop(next_tile) && (GetRoadStopDir(next_tile) == ReverseDiagDir(road_dir) || (IsDriveThroughStopTile(next_tile) && GetRoadStopDir(next_tile) == road_dir));
1150 /* If the next tile is a road depot, allow if it's facing the right way. */
1151 if (IsTileType(next_tile, MP_ROAD)) {
1152 return IsRoadDepot(next_tile) && GetRoadDepotDirection(next_tile) == ReverseDiagDir(road_dir);
1155 /* If the next tile is a railroad track, check if towns are allowed to build level crossings.
1156 * If level crossing are not allowed, reject the construction. Else allow DoCommand to determine if the rail track is buildable. */
1157 if (IsTileType(next_tile, MP_RAILWAY) && !_settings_game.economy.allow_town_level_crossings) return false;
1159 /* If a road tile can be built, the construction is allowed. */
1160 return Command<CMD_BUILD_ROAD>::Do(DC_AUTO | DC_NO_WATER, next_tile, rcmd, rt, DRD_NONE, t->index).Succeeded();
1164 * Grows the town with a bridge.
1165 * At first we check if a bridge is reasonable.
1166 * If so we check if we are able to build it.
1168 * @param t The current town
1169 * @param tile The current tile
1170 * @param bridge_dir The valid direction in which to grow a bridge
1171 * @return true if a bridge has been build else false
1173 static bool GrowTownWithBridge(const Town *t, const TileIndex tile, const DiagDirection bridge_dir)
1175 assert(bridge_dir < DIAGDIR_END);
1177 const Slope slope = GetTileSlope(tile);
1179 /* Make sure the direction is compatible with the slope.
1180 * Well we check if the slope has an up bit set in the
1181 * reverse direction. */
1182 if (slope != SLOPE_FLAT && slope & InclinedSlope(bridge_dir)) return false;
1184 /* Assure that the bridge is connectable to the start side */
1185 if (!(GetTownRoadBits(TileAddByDiagDir(tile, ReverseDiagDir(bridge_dir))) & DiagDirToRoadBits(bridge_dir))) return false;
1187 /* We are in the right direction */
1188 uint bridge_length = 0; // This value stores the length of the possible bridge
1189 TileIndex bridge_tile = tile; // Used to store the other waterside
1191 const int delta = TileOffsByDiagDir(bridge_dir);
1193 /* To prevent really small towns from building disproportionately
1194 * long bridges, make the max a function of its population. */
1195 const uint TOWN_BRIDGE_LENGTH_CAP = 11;
1196 uint base_bridge_length = 5;
1197 uint max_bridge_length = std::min(t->cache.population / 1000 + base_bridge_length, TOWN_BRIDGE_LENGTH_CAP);
1199 if (slope == SLOPE_FLAT) {
1200 /* Bridges starting on flat tiles are only allowed when crossing rivers, rails or one-way roads. */
1201 do {
1202 if (bridge_length++ >= base_bridge_length) {
1203 /* Allow to cross rivers, not big lakes, nor large amounts of rails or one-way roads. */
1204 return false;
1206 bridge_tile += delta;
1207 } while (IsValidTile(bridge_tile) && ((IsWaterTile(bridge_tile) && !IsSea(bridge_tile)) || IsPlainRailTile(bridge_tile) || (IsNormalRoadTile(bridge_tile) && GetDisallowedRoadDirections(bridge_tile) != DRD_NONE)));
1208 } else {
1209 do {
1210 if (bridge_length++ >= max_bridge_length) {
1211 /* Ensure the bridge is not longer than the max allowed length. */
1212 return false;
1214 bridge_tile += delta;
1215 } while (IsValidTile(bridge_tile) && (IsWaterTile(bridge_tile) || IsPlainRailTile(bridge_tile) || (IsNormalRoadTile(bridge_tile) && GetDisallowedRoadDirections(bridge_tile) != DRD_NONE)));
1218 /* Don't allow a bridge where the start and end tiles are adjacent with no span between. */
1219 if (bridge_length == 1) return false;
1221 /* Make sure the road can be continued past the bridge. At this point, bridge_tile holds the end tile of the bridge. */
1222 if (!CanRoadContinueIntoNextTile(t, bridge_tile, bridge_dir)) return false;
1224 for (uint8 times = 0; times <= 22; times++) {
1225 byte bridge_type = RandomRange(MAX_BRIDGES - 1);
1227 /* Can we actually build the bridge? */
1228 RoadType rt = GetTownRoadType(t);
1229 if (Command<CMD_BUILD_BRIDGE>::Do(CommandFlagsToDCFlags(GetCommandFlags<CMD_BUILD_BRIDGE>()), tile, bridge_tile, TRANSPORT_ROAD, bridge_type, rt).Succeeded()) {
1230 Command<CMD_BUILD_BRIDGE>::Do(DC_EXEC | CommandFlagsToDCFlags(GetCommandFlags<CMD_BUILD_BRIDGE>()), tile, bridge_tile, TRANSPORT_ROAD, bridge_type, rt);
1231 _grow_town_result = GROWTH_SUCCEED;
1232 return true;
1235 /* Quit if it selecting an appropriate bridge type fails a large number of times. */
1236 return false;
1240 * Grows the town with a tunnel.
1241 * First we check if a tunnel is reasonable.
1242 * If so we check if we are able to build it.
1244 * @param t The current town
1245 * @param tile The current tile
1246 * @param tunnel_dir The valid direction in which to grow a tunnel
1247 * @return true if a tunnel has been built, else false
1249 static bool GrowTownWithTunnel(const Town *t, const TileIndex tile, const DiagDirection tunnel_dir)
1251 assert(tunnel_dir < DIAGDIR_END);
1253 Slope slope = GetTileSlope(tile);
1255 /* Only consider building a tunnel if the starting tile is sloped properly. */
1256 if (slope != InclinedSlope(tunnel_dir)) return false;
1258 /* Assure that the tunnel is connectable to the start side */
1259 if (!(GetTownRoadBits(TileAddByDiagDir(tile, ReverseDiagDir(tunnel_dir))) & DiagDirToRoadBits(tunnel_dir))) return false;
1261 const int delta = TileOffsByDiagDir(tunnel_dir);
1262 int max_tunnel_length = 0;
1264 /* There are two conditions for building tunnels: Under a mountain and under an obstruction. */
1265 if (CanRoadContinueIntoNextTile(t, tile, tunnel_dir)) {
1266 /* 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. */
1267 TileIndex slope_tile = tile;
1268 for (uint8 tiles = 0; tiles < 4; tiles++) {
1269 if (!IsValidTile(slope_tile)) return false;
1270 slope = GetTileSlope(slope_tile);
1271 if (slope != InclinedSlope(tunnel_dir) && !IsSteepSlope(slope) && !IsSlopeWithOneCornerRaised(slope)) return false;
1272 slope_tile += delta;
1275 /* More population means longer tunnels, but make sure we can at least cover the smallest mountain which neccesitates tunneling. */
1276 max_tunnel_length = (t->cache.population / 1000) + 7;
1277 } else {
1278 /* When tunneling under an obstruction, the length limit is 5, enough to tunnel under a four-track railway. */
1279 max_tunnel_length = 5;
1282 uint8 tunnel_length = 0;
1283 TileIndex tunnel_tile = tile; // Iteratator to store the other end tile of the tunnel.
1285 /* Find the end tile of the tunnel for length and continuation checks. */
1286 do {
1287 if (tunnel_length++ >= max_tunnel_length) return false;
1288 tunnel_tile += delta;
1289 /* The tunnel ends when start and end tiles are the same height. */
1290 } while (IsValidTile(tunnel_tile) && GetTileZ(tile) != GetTileZ(tunnel_tile));
1292 /* Don't allow a tunnel where the start and end tiles are adjacent. */
1293 if (tunnel_length == 1) return false;
1295 /* Make sure the road can be continued past the tunnel. At this point, tunnel_tile holds the end tile of the tunnel. */
1296 if (!CanRoadContinueIntoNextTile(t, tunnel_tile, tunnel_dir)) return false;
1298 /* Attempt to build the tunnel. Return false if it fails to let the town build a road instead. */
1299 RoadType rt = GetTownRoadType(t);
1300 if (Command<CMD_BUILD_TUNNEL>::Do(CommandFlagsToDCFlags(GetCommandFlags<CMD_BUILD_TUNNEL>()), tile, TRANSPORT_ROAD, rt).Succeeded()) {
1301 Command<CMD_BUILD_TUNNEL>::Do(DC_EXEC | CommandFlagsToDCFlags(GetCommandFlags<CMD_BUILD_TUNNEL>()), tile, TRANSPORT_ROAD, rt);
1302 _grow_town_result = GROWTH_SUCCEED;
1303 return true;
1306 return false;
1310 * Checks whether at least one surrounding roads allows to build a house here
1312 * @param t the tile where the house will be built
1313 * @return true if at least one surrounding roadtype allows building houses here
1315 static inline bool RoadTypesAllowHouseHere(TileIndex t)
1317 static const TileIndexDiffC tiles[] = { {-1, -1}, {-1, 0}, {-1, 1}, {0, -1}, {0, 1}, {1, -1}, {1, 0}, {1, 1} };
1318 bool allow = false;
1320 for (const TileIndexDiffC *ptr = tiles; ptr != endof(tiles); ++ptr) {
1321 TileIndex cur_tile = t + ToTileIndexDiff(*ptr);
1322 if (!IsValidTile(cur_tile)) continue;
1324 if (!(IsTileType(cur_tile, MP_ROAD) || IsTileType(cur_tile, MP_STATION))) continue;
1325 allow = true;
1327 RoadType road_rt = GetRoadTypeRoad(cur_tile);
1328 RoadType tram_rt = GetRoadTypeTram(cur_tile);
1329 if (road_rt != INVALID_ROADTYPE && !HasBit(GetRoadTypeInfo(road_rt)->flags, ROTF_NO_HOUSES)) return true;
1330 if (tram_rt != INVALID_ROADTYPE && !HasBit(GetRoadTypeInfo(tram_rt)->flags, ROTF_NO_HOUSES)) return true;
1333 /* If no road was found surrounding the tile we can allow building the house since there is
1334 * nothing which forbids it, if a road was found but the execution reached this point, then
1335 * all the found roads don't allow houses to be built */
1336 return !allow;
1340 * Grows the given town.
1341 * There are at the moment 3 possible way's for
1342 * the town expansion:
1343 * @li Generate a random tile and check if there is a road allowed
1344 * @li TL_ORIGINAL
1345 * @li TL_BETTER_ROADS
1346 * @li Check if the town geometry allows a road and which one
1347 * @li TL_2X2_GRID
1348 * @li TL_3X3_GRID
1349 * @li Forbid roads, only build houses
1351 * @param tile_ptr The current tile
1352 * @param cur_rb The current tiles RoadBits
1353 * @param target_dir The target road dir
1354 * @param t1 The current town
1356 static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection target_dir, Town *t1)
1358 RoadBits rcmd = ROAD_NONE; // RoadBits for the road construction command
1359 TileIndex tile = *tile_ptr; // The main tile on which we base our growth
1361 assert(tile < MapSize());
1363 if (cur_rb == ROAD_NONE) {
1364 /* Tile has no road. First reset the status counter
1365 * to say that this is the last iteration. */
1366 _grow_town_result = GROWTH_SEARCH_STOPPED;
1368 if (!_settings_game.economy.allow_town_roads && !_generating_world) return;
1369 if (!_settings_game.economy.allow_town_level_crossings && IsTileType(tile, MP_RAILWAY)) return;
1371 /* Remove hills etc */
1372 if (!_settings_game.construction.build_on_slopes || Chance16(1, 6)) LevelTownLand(tile);
1374 /* Is a road allowed here? */
1375 switch (t1->layout) {
1376 default: NOT_REACHED();
1378 case TL_3X3_GRID:
1379 case TL_2X2_GRID:
1380 rcmd = GetTownRoadGridElement(t1, tile, target_dir);
1381 if (rcmd == ROAD_NONE) return;
1382 break;
1384 case TL_BETTER_ROADS:
1385 case TL_ORIGINAL:
1386 if (!IsRoadAllowedHere(t1, tile, target_dir)) return;
1388 DiagDirection source_dir = ReverseDiagDir(target_dir);
1390 if (Chance16(1, 4)) {
1391 /* Randomize a new target dir */
1392 do target_dir = RandomDiagDir(); while (target_dir == source_dir);
1395 if (!IsRoadAllowedHere(t1, TileAddByDiagDir(tile, target_dir), target_dir)) {
1396 /* A road is not allowed to continue the randomized road,
1397 * return if the road we're trying to build is curved. */
1398 if (target_dir != ReverseDiagDir(source_dir)) return;
1400 /* Return if neither side of the new road is a house */
1401 if (!IsTileType(TileAddByDiagDir(tile, ChangeDiagDir(target_dir, DIAGDIRDIFF_90RIGHT)), MP_HOUSE) &&
1402 !IsTileType(TileAddByDiagDir(tile, ChangeDiagDir(target_dir, DIAGDIRDIFF_90LEFT)), MP_HOUSE)) {
1403 return;
1406 /* That means that the road is only allowed if there is a house
1407 * at any side of the new road. */
1410 rcmd = DiagDirToRoadBits(target_dir) | DiagDirToRoadBits(source_dir);
1411 break;
1414 } else if (target_dir < DIAGDIR_END && !(cur_rb & DiagDirToRoadBits(ReverseDiagDir(target_dir)))) {
1415 /* Continue building on a partial road.
1416 * Should be always OK, so we only generate
1417 * the fitting RoadBits */
1418 _grow_town_result = GROWTH_SEARCH_STOPPED;
1420 if (!_settings_game.economy.allow_town_roads && !_generating_world) return;
1422 switch (t1->layout) {
1423 default: NOT_REACHED();
1425 case TL_3X3_GRID:
1426 case TL_2X2_GRID:
1427 rcmd = GetTownRoadGridElement(t1, tile, target_dir);
1428 break;
1430 case TL_BETTER_ROADS:
1431 case TL_ORIGINAL:
1432 rcmd = DiagDirToRoadBits(ReverseDiagDir(target_dir));
1433 break;
1435 } else {
1436 bool allow_house = true; // Value which decides if we want to construct a house
1438 /* Reached a tunnel/bridge? Then continue at the other side of it, unless
1439 * it is the starting tile. Half the time, we stay on this side then.*/
1440 if (IsTileType(tile, MP_TUNNELBRIDGE)) {
1441 if (GetTunnelBridgeTransportType(tile) == TRANSPORT_ROAD && (target_dir != DIAGDIR_END || Chance16(1, 2))) {
1442 *tile_ptr = GetOtherTunnelBridgeEnd(tile);
1444 return;
1447 /* Possibly extend the road in a direction.
1448 * Randomize a direction and if it has a road, bail out. */
1449 target_dir = RandomDiagDir();
1450 RoadBits target_rb = DiagDirToRoadBits(target_dir);
1451 TileIndex house_tile; // position of a possible house
1453 if (cur_rb & target_rb) {
1454 /* If it's a road turn possibly build a house in a corner.
1455 * Use intersection with straight road as an indicator
1456 * that we randomed corner house position.
1457 * A turn (and we check for that later) always has only
1458 * one common bit with a straight road so it has the same
1459 * chance to be chosen as the house on the side of a road.
1461 if ((cur_rb & ROAD_X) != target_rb) return;
1463 /* Check whether it is a turn and if so determine
1464 * position of the corner tile */
1465 switch (cur_rb) {
1466 case ROAD_N:
1467 house_tile = TileAddByDir(tile, DIR_S);
1468 break;
1469 case ROAD_S:
1470 house_tile = TileAddByDir(tile, DIR_N);
1471 break;
1472 case ROAD_E:
1473 house_tile = TileAddByDir(tile, DIR_W);
1474 break;
1475 case ROAD_W:
1476 house_tile = TileAddByDir(tile, DIR_E);
1477 break;
1478 default:
1479 return; // not a turn
1481 target_dir = DIAGDIR_END;
1482 } else {
1483 house_tile = TileAddByDiagDir(tile, target_dir);
1486 /* Don't walk into water. */
1487 if (HasTileWaterGround(house_tile)) return;
1489 if (!IsValidTile(house_tile)) return;
1491 if (target_dir != DIAGDIR_END && (_settings_game.economy.allow_town_roads || _generating_world)) {
1492 switch (t1->layout) {
1493 default: NOT_REACHED();
1495 case TL_3X3_GRID: // Use 2x2 grid afterwards!
1496 GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir));
1497 FALLTHROUGH;
1499 case TL_2X2_GRID:
1500 rcmd = GetTownRoadGridElement(t1, tile, target_dir);
1501 allow_house = (rcmd & target_rb) == ROAD_NONE;
1502 break;
1504 case TL_BETTER_ROADS: // Use original afterwards!
1505 GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir));
1506 FALLTHROUGH;
1508 case TL_ORIGINAL:
1509 /* Allow a house at the edge. 60% chance or
1510 * always ok if no road allowed. */
1511 rcmd = target_rb;
1512 allow_house = (!IsRoadAllowedHere(t1, house_tile, target_dir) || Chance16(6, 10));
1513 break;
1517 allow_house &= RoadTypesAllowHouseHere(house_tile);
1519 if (allow_house) {
1520 /* Build a house, but not if there already is a house there. */
1521 if (!IsTileType(house_tile, MP_HOUSE)) {
1522 /* Level the land if possible */
1523 if (Chance16(1, 6)) LevelTownLand(house_tile);
1525 /* And build a house.
1526 * Set result to -1 if we managed to build it. */
1527 if (BuildTownHouse(t1, house_tile)) {
1528 _grow_town_result = GROWTH_SUCCEED;
1531 return;
1534 _grow_town_result = GROWTH_SEARCH_STOPPED;
1537 /* Return if a water tile */
1538 if (HasTileWaterGround(tile)) return;
1540 /* Make the roads look nicer */
1541 rcmd = CleanUpRoadBits(tile, rcmd);
1542 if (rcmd == ROAD_NONE) return;
1544 /* Only use the target direction for bridges and tunnels to ensure they're connected.
1545 * The target_dir is as computed previously according to town layout, so
1546 * it will match it perfectly. */
1547 if (GrowTownWithBridge(t1, tile, target_dir)) return;
1548 if (GrowTownWithTunnel(t1, tile, target_dir)) return;
1550 GrowTownWithRoad(t1, tile, rcmd);
1554 * Checks whether a road can be followed or is a dead end, that can not be extended to the next tile.
1555 * This only checks trivial but often cases.
1556 * @param tile Start tile for road.
1557 * @param dir Direction for road to follow or build.
1558 * @return true If road is or can be connected in the specified direction.
1560 static bool CanFollowRoad(TileIndex tile, DiagDirection dir)
1562 TileIndex target_tile = tile + TileOffsByDiagDir(dir);
1563 if (!IsValidTile(target_tile)) return false;
1564 if (HasTileWaterGround(target_tile)) return false;
1566 RoadBits target_rb = GetTownRoadBits(target_tile);
1567 if (_settings_game.economy.allow_town_roads || _generating_world) {
1568 /* Check whether a road connection exists or can be build. */
1569 switch (GetTileType(target_tile)) {
1570 case MP_ROAD:
1571 return target_rb != ROAD_NONE;
1573 case MP_STATION:
1574 return IsDriveThroughStopTile(target_tile);
1576 case MP_TUNNELBRIDGE:
1577 return GetTunnelBridgeTransportType(target_tile) == TRANSPORT_ROAD;
1579 case MP_HOUSE:
1580 case MP_INDUSTRY:
1581 case MP_OBJECT:
1582 return false;
1584 default:
1585 /* Checked for void and water earlier */
1586 return true;
1588 } else {
1589 /* Check whether a road connection already exists,
1590 * and it leads somewhere else. */
1591 RoadBits back_rb = DiagDirToRoadBits(ReverseDiagDir(dir));
1592 return (target_rb & back_rb) != 0 && (target_rb & ~back_rb) != 0;
1597 * Returns "growth" if a house was built, or no if the build failed.
1598 * @param t town to inquiry
1599 * @param tile to inquiry
1600 * @return true if town expansion was possible
1602 static bool GrowTownAtRoad(Town *t, TileIndex tile)
1604 /* Special case.
1605 * @see GrowTownInTile Check the else if
1607 DiagDirection target_dir = DIAGDIR_END; // The direction in which we want to extend the town
1609 assert(tile < MapSize());
1611 /* Number of times to search.
1612 * Better roads, 2X2 and 3X3 grid grow quite fast so we give
1613 * them a little handicap. */
1614 switch (t->layout) {
1615 case TL_BETTER_ROADS:
1616 _grow_town_result = 10 + t->cache.num_houses * 2 / 9;
1617 break;
1619 case TL_3X3_GRID:
1620 case TL_2X2_GRID:
1621 _grow_town_result = 10 + t->cache.num_houses * 1 / 9;
1622 break;
1624 default:
1625 _grow_town_result = 10 + t->cache.num_houses * 4 / 9;
1626 break;
1629 do {
1630 RoadBits cur_rb = GetTownRoadBits(tile); // The RoadBits of the current tile
1632 /* Try to grow the town from this point */
1633 GrowTownInTile(&tile, cur_rb, target_dir, t);
1634 if (_grow_town_result == GROWTH_SUCCEED) return true;
1636 /* Exclude the source position from the bitmask
1637 * and return if no more road blocks available */
1638 if (IsValidDiagDirection(target_dir)) cur_rb &= ~DiagDirToRoadBits(ReverseDiagDir(target_dir));
1639 if (cur_rb == ROAD_NONE) return false;
1641 if (IsTileType(tile, MP_TUNNELBRIDGE)) {
1642 /* Only build in the direction away from the tunnel or bridge. */
1643 target_dir = ReverseDiagDir(GetTunnelBridgeDirection(tile));
1644 } else {
1645 /* Select a random bit from the blockmask, walk a step
1646 * and continue the search from there. */
1647 do {
1648 if (cur_rb == ROAD_NONE) return false;
1649 RoadBits target_bits;
1650 do {
1651 target_dir = RandomDiagDir();
1652 target_bits = DiagDirToRoadBits(target_dir);
1653 } while (!(cur_rb & target_bits));
1654 cur_rb &= ~target_bits;
1655 } while (!CanFollowRoad(tile, target_dir));
1657 tile = TileAddByDiagDir(tile, target_dir);
1659 if (IsTileType(tile, MP_ROAD) && !IsRoadDepot(tile) && HasTileRoadType(tile, RTT_ROAD)) {
1660 /* Don't allow building over roads of other cities */
1661 if (IsRoadOwner(tile, RTT_ROAD, OWNER_TOWN) && Town::GetByTile(tile) != t) {
1662 return false;
1663 } else if (IsRoadOwner(tile, RTT_ROAD, OWNER_NONE) && _game_mode == GM_EDITOR) {
1664 /* If we are in the SE, and this road-piece has no town owner yet, it just found an
1665 * owner :) (happy happy happy road now) */
1666 SetRoadOwner(tile, RTT_ROAD, OWNER_TOWN);
1667 SetTownIndex(tile, t->index);
1671 /* Max number of times is checked. */
1672 } while (--_grow_town_result >= 0);
1674 return false;
1678 * Generate a random road block.
1679 * The probability of a straight road
1680 * is somewhat higher than a curved.
1682 * @return A RoadBits value with 2 bits set
1684 static RoadBits GenRandomRoadBits()
1686 uint32 r = Random();
1687 uint a = GB(r, 0, 2);
1688 uint b = GB(r, 8, 2);
1689 if (a == b) b ^= 2;
1690 return (RoadBits)((ROAD_NW << a) + (ROAD_NW << b));
1694 * Grow the town
1695 * @param t town to grow
1696 * @return true iff something (house, road, bridge, ...) was built
1698 static bool GrowTown(Town *t)
1700 static const TileIndexDiffC _town_coord_mod[] = {
1701 {-1, 0},
1702 { 1, 1},
1703 { 1, -1},
1704 {-1, -1},
1705 {-1, 0},
1706 { 0, 2},
1707 { 2, 0},
1708 { 0, -2},
1709 {-1, -1},
1710 {-2, 2},
1711 { 2, 2},
1712 { 2, -2},
1713 { 0, 0}
1716 /* Current "company" is a town */
1717 Backup<CompanyID> cur_company(_current_company, OWNER_TOWN, FILE_LINE);
1719 TileIndex tile = t->xy; // The tile we are working with ATM
1721 /* Find a road that we can base the construction on. */
1722 const TileIndexDiffC *ptr;
1723 for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
1724 if (GetTownRoadBits(tile) != ROAD_NONE) {
1725 bool success = GrowTownAtRoad(t, tile);
1726 cur_company.Restore();
1727 return success;
1729 tile = TILE_ADD(tile, ToTileIndexDiff(*ptr));
1732 /* No road available, try to build a random road block by
1733 * clearing some land and then building a road there. */
1734 if (_settings_game.economy.allow_town_roads || _generating_world) {
1735 tile = t->xy;
1736 for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
1737 /* Only work with plain land that not already has a house */
1738 if (!IsTileType(tile, MP_HOUSE) && IsTileFlat(tile)) {
1739 if (Command<CMD_LANDSCAPE_CLEAR>::Do(DC_AUTO | DC_NO_WATER, tile).Succeeded()) {
1740 RoadType rt = GetTownRoadType(t);
1741 Command<CMD_BUILD_ROAD>::Do(DC_EXEC | DC_AUTO, tile, GenRandomRoadBits(), rt, DRD_NONE, t->index);
1742 cur_company.Restore();
1743 return true;
1746 tile = TILE_ADD(tile, ToTileIndexDiff(*ptr));
1750 cur_company.Restore();
1751 return false;
1754 void UpdateTownRadius(Town *t)
1756 static const uint32 _town_squared_town_zone_radius_data[23][5] = {
1757 { 4, 0, 0, 0, 0}, // 0
1758 { 16, 0, 0, 0, 0},
1759 { 25, 0, 0, 0, 0},
1760 { 36, 0, 0, 0, 0},
1761 { 49, 0, 4, 0, 0},
1762 { 64, 0, 4, 0, 0}, // 20
1763 { 64, 0, 9, 0, 1},
1764 { 64, 0, 9, 0, 4},
1765 { 64, 0, 16, 0, 4},
1766 { 81, 0, 16, 0, 4},
1767 { 81, 0, 16, 0, 4}, // 40
1768 { 81, 0, 25, 0, 9},
1769 { 81, 36, 25, 0, 9},
1770 { 81, 36, 25, 16, 9},
1771 { 81, 49, 0, 25, 9},
1772 { 81, 64, 0, 25, 9}, // 60
1773 { 81, 64, 0, 36, 9},
1774 { 81, 64, 0, 36, 16},
1775 {100, 81, 0, 49, 16},
1776 {100, 81, 0, 49, 25},
1777 {121, 81, 0, 49, 25}, // 80
1778 {121, 81, 0, 49, 25},
1779 {121, 81, 0, 49, 36}, // 88
1782 if (t->cache.num_houses < 92) {
1783 memcpy(t->cache.squared_town_zone_radius, _town_squared_town_zone_radius_data[t->cache.num_houses / 4], sizeof(t->cache.squared_town_zone_radius));
1784 } else {
1785 int mass = t->cache.num_houses / 8;
1786 /* Actually we are proportional to sqrt() but that's right because we are covering an area.
1787 * The offsets are to make sure the radii do not decrease in size when going from the table
1788 * to the calculated value.*/
1789 t->cache.squared_town_zone_radius[0] = mass * 15 - 40;
1790 t->cache.squared_town_zone_radius[1] = mass * 9 - 15;
1791 t->cache.squared_town_zone_radius[2] = 0;
1792 t->cache.squared_town_zone_radius[3] = mass * 5 - 5;
1793 t->cache.squared_town_zone_radius[4] = mass * 3 + 5;
1797 void UpdateTownMaxPass(Town *t)
1799 t->supplied[CT_PASSENGERS].old_max = t->cache.population >> 3;
1800 t->supplied[CT_MAIL].old_max = t->cache.population >> 4;
1803 static void UpdateTownGrowthRate(Town *t);
1804 static void UpdateTownGrowth(Town *t);
1807 * Does the actual town creation.
1809 * @param t The town
1810 * @param tile Where to put it
1811 * @param townnameparts The town name
1812 * @param size Parameter for size determination
1813 * @param city whether to build a city or town
1814 * @param layout the (road) layout of the town
1815 * @param manual was the town placed manually?
1817 static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts, TownSize size, bool city, TownLayout layout, bool manual)
1819 t->xy = tile;
1820 t->cache.num_houses = 0;
1821 t->time_until_rebuild = 10;
1822 UpdateTownRadius(t);
1823 t->flags = 0;
1824 t->cache.population = 0;
1825 /* Spread growth across ticks so even if there are many
1826 * similar towns they're unlikely to grow all in one tick */
1827 t->grow_counter = t->index % TOWN_GROWTH_TICKS;
1828 t->growth_rate = TownTicksToGameTicks(250);
1829 t->show_zone = false;
1831 _town_kdtree.Insert(t->index);
1833 /* Set the default cargo requirement for town growth */
1834 switch (_settings_game.game_creation.landscape) {
1835 case LT_ARCTIC:
1836 if (FindFirstCargoWithTownEffect(TE_FOOD) != nullptr) t->goal[TE_FOOD] = TOWN_GROWTH_WINTER;
1837 break;
1839 case LT_TROPIC:
1840 if (FindFirstCargoWithTownEffect(TE_FOOD) != nullptr) t->goal[TE_FOOD] = TOWN_GROWTH_DESERT;
1841 if (FindFirstCargoWithTownEffect(TE_WATER) != nullptr) t->goal[TE_WATER] = TOWN_GROWTH_DESERT;
1842 break;
1845 t->fund_buildings_months = 0;
1847 for (uint i = 0; i != MAX_COMPANIES; i++) t->ratings[i] = RATING_INITIAL;
1849 t->have_ratings = 0;
1850 t->exclusivity = INVALID_COMPANY;
1851 t->exclusive_counter = 0;
1852 t->statues = 0;
1855 TownNameParams tnp(_settings_game.game_creation.town_name);
1856 t->townnamegrfid = tnp.grfid;
1857 t->townnametype = tnp.type;
1859 t->townnameparts = townnameparts;
1861 t->UpdateVirtCoord();
1862 InvalidateWindowData(WC_TOWN_DIRECTORY, 0, TDIWD_FORCE_REBUILD);
1864 t->InitializeLayout(layout);
1866 t->larger_town = city;
1868 int x = (int)size * 16 + 3;
1869 if (size == TSZ_RANDOM) x = (Random() & 0xF) + 8;
1870 /* Don't create huge cities when founding town in-game */
1871 if (city && (!manual || _game_mode == GM_EDITOR)) x *= _settings_game.economy.initial_city_size;
1873 t->cache.num_houses += x;
1874 UpdateTownRadius(t);
1876 int i = x * 4;
1877 do {
1878 GrowTown(t);
1879 } while (--i);
1881 t->cache.num_houses -= x;
1882 UpdateTownRadius(t);
1883 UpdateTownGrowthRate(t);
1884 UpdateTownMaxPass(t);
1885 UpdateAirportsNoise();
1889 * Checks if it's possible to place a town at given tile
1890 * @param tile tile to check
1891 * @return error value or zero cost
1893 static CommandCost TownCanBePlacedHere(TileIndex tile)
1895 /* Check if too close to the edge of map */
1896 if (DistanceFromEdge(tile) < 12) {
1897 return_cmd_error(STR_ERROR_TOO_CLOSE_TO_EDGE_OF_MAP_SUB);
1900 /* Check distance to all other towns. */
1901 if (IsCloseToTown(tile, 20)) {
1902 return_cmd_error(STR_ERROR_TOO_CLOSE_TO_ANOTHER_TOWN);
1905 /* Can only build on clear flat areas, possibly with trees. */
1906 if ((!IsTileType(tile, MP_CLEAR) && !IsTileType(tile, MP_TREES)) || !IsTileFlat(tile)) {
1907 return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
1910 return CommandCost(EXPENSES_OTHER);
1914 * Verifies this custom name is unique. Only custom names are checked.
1915 * @param name name to check
1916 * @return is this name unique?
1918 static bool IsUniqueTownName(const std::string &name)
1920 for (const Town *t : Town::Iterate()) {
1921 if (!t->name.empty() && t->name == name) return false;
1924 return true;
1928 * Create a new town.
1929 * @param flags type of operation
1930 * @param tile coordinates where town is built
1931 * @param size size of the town (@see TownSize)
1932 * @param city true iff it should be a city
1933 * @param layout town road layout (@see TownLayout)
1934 * @param random_location use random location (randomize \c tile )
1935 * @param townnameparts town name parts
1936 * @param text Custom name for the town. If empty, the town name parts will be used.
1937 * @return the cost of this operation or an error
1939 std::tuple<CommandCost, Money, TownID> CmdFoundTown(DoCommandFlag flags, TileIndex tile, TownSize size, bool city, TownLayout layout, bool random_location, uint32 townnameparts, const std::string &text)
1941 TownNameParams par(_settings_game.game_creation.town_name);
1943 if (size >= TSZ_END) return { CMD_ERROR, 0, INVALID_TOWN };
1944 if (layout >= NUM_TLS) return { CMD_ERROR, 0, INVALID_TOWN };
1946 /* Some things are allowed only in the scenario editor and for game scripts. */
1947 if (_game_mode != GM_EDITOR && _current_company != OWNER_DEITY) {
1948 if (_settings_game.economy.found_town == TF_FORBIDDEN) return { CMD_ERROR, 0, INVALID_TOWN };
1949 if (size == TSZ_LARGE) return { CMD_ERROR, 0, INVALID_TOWN };
1950 if (random_location) return { CMD_ERROR, 0, INVALID_TOWN };
1951 if (_settings_game.economy.found_town != TF_CUSTOM_LAYOUT && layout != _settings_game.economy.town_layout) {
1952 return { CMD_ERROR, 0, INVALID_TOWN };
1954 } else if (_current_company == OWNER_DEITY && random_location) {
1955 /* Random parameter is not allowed for Game Scripts. */
1956 return { CMD_ERROR, 0, INVALID_TOWN };
1959 if (text.empty()) {
1960 /* If supplied name is empty, townnameparts has to generate unique automatic name */
1961 if (!VerifyTownName(townnameparts, &par)) return { CommandCost(STR_ERROR_NAME_MUST_BE_UNIQUE), 0, INVALID_TOWN };
1962 } else {
1963 /* If name is not empty, it has to be unique custom name */
1964 if (Utf8StringLength(text) >= MAX_LENGTH_TOWN_NAME_CHARS) return { CMD_ERROR, 0, INVALID_TOWN };
1965 if (!IsUniqueTownName(text)) return { CommandCost(STR_ERROR_NAME_MUST_BE_UNIQUE), 0, INVALID_TOWN };
1968 /* Allocate town struct */
1969 if (!Town::CanAllocateItem()) return { CommandCost(STR_ERROR_TOO_MANY_TOWNS), 0, INVALID_TOWN };
1971 if (!random_location) {
1972 CommandCost ret = TownCanBePlacedHere(tile);
1973 if (ret.Failed()) return { ret, 0, INVALID_TOWN };
1976 static const byte price_mult[][TSZ_RANDOM + 1] = {{ 15, 25, 40, 25 }, { 20, 35, 55, 35 }};
1977 /* multidimensional arrays have to have defined length of non-first dimension */
1978 static_assert(lengthof(price_mult[0]) == 4);
1980 CommandCost cost(EXPENSES_OTHER, _price[PR_BUILD_TOWN]);
1981 byte mult = price_mult[city][size];
1983 cost.MultiplyCost(mult);
1985 /* Create the town */
1986 TownID new_town = INVALID_TOWN;
1987 if (flags & DC_EXEC) {
1988 if (cost.GetCost() > GetAvailableMoneyForCommand()) {
1989 return { CommandCost(EXPENSES_OTHER), cost.GetCost(), INVALID_TOWN };
1992 Backup<bool> old_generating_world(_generating_world, true, FILE_LINE);
1993 UpdateNearestTownForRoadTiles(true);
1994 Town *t;
1995 if (random_location) {
1996 t = CreateRandomTown(20, townnameparts, size, city, layout);
1997 if (t == nullptr) {
1998 cost = CommandCost(STR_ERROR_NO_SPACE_FOR_TOWN);
1999 } else {
2000 new_town = t->index;
2002 } else {
2003 t = new Town(tile);
2004 DoCreateTown(t, tile, townnameparts, size, city, layout, true);
2006 UpdateNearestTownForRoadTiles(false);
2007 old_generating_world.Restore();
2009 if (t != nullptr && !text.empty()) {
2010 t->name = text;
2011 t->UpdateVirtCoord();
2014 if (_game_mode != GM_EDITOR) {
2015 /* 't' can't be nullptr since 'random' is false outside scenedit */
2016 assert(!random_location);
2018 if (_current_company == OWNER_DEITY) {
2019 SetDParam(0, t->index);
2020 AddTileNewsItem(STR_NEWS_NEW_TOWN_UNSPONSORED, NT_INDUSTRY_OPEN, tile);
2021 } else {
2022 SetDParam(0, _current_company);
2023 NewsStringData *company_name = new NewsStringData(GetString(STR_COMPANY_NAME));
2025 SetDParamStr(0, company_name->string);
2026 SetDParam(1, t->index);
2028 AddTileNewsItem(STR_NEWS_NEW_TOWN, NT_INDUSTRY_OPEN, tile, company_name);
2030 AI::BroadcastNewEvent(new ScriptEventTownFounded(t->index));
2031 Game::NewEvent(new ScriptEventTownFounded(t->index));
2034 return { cost, 0, new_town };
2038 * Towns must all be placed on the same grid or when they eventually
2039 * interpenetrate their road networks will not mesh nicely; this
2040 * function adjusts a tile so that it aligns properly.
2042 * @param tile the tile to start at
2043 * @param layout which town layout algo is in effect
2044 * @return the adjusted tile
2046 static TileIndex AlignTileToGrid(TileIndex tile, TownLayout layout)
2048 switch (layout) {
2049 case TL_2X2_GRID: return TileXY(TileX(tile) - TileX(tile) % 3, TileY(tile) - TileY(tile) % 3);
2050 case TL_3X3_GRID: return TileXY(TileX(tile) & ~3, TileY(tile) & ~3);
2051 default: return tile;
2056 * Towns must all be placed on the same grid or when they eventually
2057 * interpenetrate their road networks will not mesh nicely; this
2058 * function tells you if a tile is properly aligned.
2060 * @param tile the tile to start at
2061 * @param layout which town layout algo is in effect
2062 * @return true if the tile is in the correct location
2064 static bool IsTileAlignedToGrid(TileIndex tile, TownLayout layout)
2066 switch (layout) {
2067 case TL_2X2_GRID: return TileX(tile) % 3 == 0 && TileY(tile) % 3 == 0;
2068 case TL_3X3_GRID: return TileX(tile) % 4 == 0 && TileY(tile) % 4 == 0;
2069 default: return true;
2074 * Used as the user_data for FindFurthestFromWater
2076 struct SpotData {
2077 TileIndex tile; ///< holds the tile that was found
2078 uint max_dist; ///< holds the distance that tile is from the water
2079 TownLayout layout; ///< tells us what kind of town we're building
2083 * CircularTileSearch callback; finds the tile furthest from any
2084 * water. slightly bit tricky, since it has to do a search of its own
2085 * in order to find the distance to the water from each square in the
2086 * radius.
2088 * Also, this never returns true, because it needs to take into
2089 * account all locations being searched before it knows which is the
2090 * furthest.
2092 * @param tile Start looking from this tile
2093 * @param user_data Storage area for data that must last across calls;
2094 * must be a pointer to struct SpotData
2096 * @return always false
2098 static bool FindFurthestFromWater(TileIndex tile, void *user_data)
2100 SpotData *sp = (SpotData*)user_data;
2101 uint dist = GetClosestWaterDistance(tile, true);
2103 if (IsTileType(tile, MP_CLEAR) &&
2104 IsTileFlat(tile) &&
2105 IsTileAlignedToGrid(tile, sp->layout) &&
2106 dist > sp->max_dist) {
2107 sp->tile = tile;
2108 sp->max_dist = dist;
2111 return false;
2115 * CircularTileSearch callback; finds the nearest land tile
2117 * @param tile Start looking from this tile
2118 * @param user_data not used
2120 static bool FindNearestEmptyLand(TileIndex tile, void *user_data)
2122 return IsTileType(tile, MP_CLEAR);
2126 * Given a spot on the map (presumed to be a water tile), find a good
2127 * coastal spot to build a city. We don't want to build too close to
2128 * the edge if we can help it (since that retards city growth) hence
2129 * the search within a search within a search. O(n*m^2), where n is
2130 * how far to search for land, and m is how far inland to look for a
2131 * flat spot.
2133 * @param tile Start looking from this spot.
2134 * @param layout the road layout to search for
2135 * @return tile that was found
2137 static TileIndex FindNearestGoodCoastalTownSpot(TileIndex tile, TownLayout layout)
2139 SpotData sp = { INVALID_TILE, 0, layout };
2141 TileIndex coast = tile;
2142 if (CircularTileSearch(&coast, 40, FindNearestEmptyLand, nullptr)) {
2143 CircularTileSearch(&coast, 10, FindFurthestFromWater, &sp);
2144 return sp.tile;
2147 /* if we get here just give up */
2148 return INVALID_TILE;
2151 static Town *CreateRandomTown(uint attempts, uint32 townnameparts, TownSize size, bool city, TownLayout layout)
2153 assert(_game_mode == GM_EDITOR || _generating_world); // These are the preconditions for CMD_DELETE_TOWN
2155 if (!Town::CanAllocateItem()) return nullptr;
2157 do {
2158 /* Generate a tile index not too close from the edge */
2159 TileIndex tile = AlignTileToGrid(RandomTile(), layout);
2161 /* if we tried to place the town on water, slide it over onto
2162 * the nearest likely-looking spot */
2163 if (IsTileType(tile, MP_WATER)) {
2164 tile = FindNearestGoodCoastalTownSpot(tile, layout);
2165 if (tile == INVALID_TILE) continue;
2168 /* Make sure town can be placed here */
2169 if (TownCanBePlacedHere(tile).Failed()) continue;
2171 /* Allocate a town struct */
2172 Town *t = new Town(tile);
2174 DoCreateTown(t, tile, townnameparts, size, city, layout, false);
2176 /* if the population is still 0 at the point, then the
2177 * placement is so bad it couldn't grow at all */
2178 if (t->cache.population > 0) return t;
2180 Backup<CompanyID> cur_company(_current_company, OWNER_TOWN, FILE_LINE);
2181 [[maybe_unused]] CommandCost rc = Command<CMD_DELETE_TOWN>::Do(DC_EXEC, t->index);
2182 cur_company.Restore();
2183 assert(rc.Succeeded());
2185 /* We already know that we can allocate a single town when
2186 * entering this function. However, we create and delete
2187 * a town which "resets" the allocation checks. As such we
2188 * need to check again when assertions are enabled. */
2189 assert(Town::CanAllocateItem());
2190 } while (--attempts != 0);
2192 return nullptr;
2195 static const byte _num_initial_towns[4] = {5, 11, 23, 46}; // very low, low, normal, high
2198 * This function will generate a certain amount of towns, with a certain layout
2199 * It can be called from the scenario editor (i.e.: generate Random Towns)
2200 * as well as from world creation.
2201 * @param layout which towns will be set to, when created
2202 * @return true if towns have been successfully created
2204 bool GenerateTowns(TownLayout layout)
2206 uint current_number = 0;
2207 uint difficulty = (_game_mode != GM_EDITOR) ? _settings_game.difficulty.number_towns : 0;
2208 uint total = (difficulty == (uint)CUSTOM_TOWN_NUMBER_DIFFICULTY) ? _settings_game.game_creation.custom_town_number : ScaleByMapSize(_num_initial_towns[difficulty] + (Random() & 7));
2209 total = std::min<uint>(TownPool::MAX_SIZE, total);
2210 uint32 townnameparts;
2211 TownNames town_names;
2213 SetGeneratingWorldProgress(GWP_TOWN, total);
2215 /* First attempt will be made at creating the suggested number of towns.
2216 * Note that this is really a suggested value, not a required one.
2217 * We would not like the system to lock up just because the user wanted 100 cities on a 64*64 map, would we? */
2218 do {
2219 bool city = (_settings_game.economy.larger_towns != 0 && Chance16(1, _settings_game.economy.larger_towns));
2220 IncreaseGeneratingWorldProgress(GWP_TOWN);
2221 /* Get a unique name for the town. */
2222 if (!GenerateTownName(&townnameparts, &town_names)) continue;
2223 /* try 20 times to create a random-sized town for the first loop. */
2224 if (CreateRandomTown(20, townnameparts, TSZ_RANDOM, city, layout) != nullptr) current_number++; // If creation was successful, raise a flag.
2225 } while (--total);
2227 town_names.clear();
2229 /* Build the town k-d tree again to make sure it's well balanced */
2230 RebuildTownKdtree();
2232 if (current_number != 0) return true;
2234 /* If current_number is still zero at this point, it means that not a single town has been created.
2235 * So give it a last try, but now more aggressive */
2236 if (GenerateTownName(&townnameparts) &&
2237 CreateRandomTown(10000, townnameparts, TSZ_RANDOM, _settings_game.economy.larger_towns != 0, layout) != nullptr) {
2238 return true;
2241 /* If there are no towns at all and we are generating new game, bail out */
2242 if (Town::GetNumItems() == 0 && _game_mode != GM_EDITOR) {
2243 ShowErrorMessage(STR_ERROR_COULD_NOT_CREATE_TOWN, INVALID_STRING_ID, WL_CRITICAL);
2246 return false; // we are still without a town? we failed, simply
2251 * Returns the bit corresponding to the town zone of the specified tile
2252 * @param t Town on which town zone is to be found
2253 * @param tile TileIndex where town zone needs to be found
2254 * @return the bit position of the given zone, as defined in HouseZones
2256 HouseZonesBits GetTownRadiusGroup(const Town *t, TileIndex tile)
2258 uint dist = DistanceSquare(tile, t->xy);
2260 if (t->fund_buildings_months && dist <= 25) return HZB_TOWN_CENTRE;
2262 HouseZonesBits smallest = HZB_TOWN_EDGE;
2263 for (HouseZonesBits i = HZB_BEGIN; i < HZB_END; i++) {
2264 if (dist < t->cache.squared_town_zone_radius[i]) smallest = i;
2267 return smallest;
2271 * Clears tile and builds a house or house part.
2272 * @param tile tile index
2273 * @param t The town to clear the house for
2274 * @param counter of construction step
2275 * @param stage of construction (used for drawing)
2276 * @param type of house. Index into house specs array
2277 * @param random_bits required for newgrf houses
2278 * @pre house can be built here
2280 static inline void ClearMakeHouseTile(TileIndex tile, Town *t, byte counter, byte stage, HouseID type, byte random_bits)
2282 [[maybe_unused]] CommandCost cc = Command<CMD_LANDSCAPE_CLEAR>::Do(DC_EXEC | DC_AUTO | DC_NO_WATER, tile);
2283 assert(cc.Succeeded());
2285 IncreaseBuildingCount(t, type);
2286 MakeHouseTile(tile, t->index, counter, stage, type, random_bits);
2287 if (HouseSpec::Get(type)->building_flags & BUILDING_IS_ANIMATED) AddAnimatedTile(tile);
2289 MarkTileDirtyByTile(tile);
2294 * Write house information into the map. For houses > 1 tile, all tiles are marked.
2295 * @param t tile index
2296 * @param town The town related to this house
2297 * @param counter of construction step
2298 * @param stage of construction (used for drawing)
2299 * @param type of house. Index into house specs array
2300 * @param random_bits required for newgrf houses
2301 * @pre house can be built here
2303 static void MakeTownHouse(TileIndex t, Town *town, byte counter, byte stage, HouseID type, byte random_bits)
2305 BuildingFlags size = HouseSpec::Get(type)->building_flags;
2307 ClearMakeHouseTile(t, town, counter, stage, type, random_bits);
2308 if (size & BUILDING_2_TILES_Y) ClearMakeHouseTile(t + TileDiffXY(0, 1), town, counter, stage, ++type, random_bits);
2309 if (size & BUILDING_2_TILES_X) ClearMakeHouseTile(t + TileDiffXY(1, 0), town, counter, stage, ++type, random_bits);
2310 if (size & BUILDING_HAS_4_TILES) ClearMakeHouseTile(t + TileDiffXY(1, 1), town, counter, stage, ++type, random_bits);
2312 ForAllStationsAroundTiles(TileArea(t, (size & BUILDING_2_TILES_X) ? 2 : 1, (size & BUILDING_2_TILES_Y) ? 2 : 1), [town](Station *st, TileIndex tile) {
2313 town->stations_near.insert(st);
2314 return true;
2320 * Checks if a house can be built here. Important is slope, bridge above
2321 * and ability to clear the land.
2322 * @param tile tile to check
2323 * @param noslope are slopes (foundations) allowed?
2324 * @return true iff house can be built here
2326 static inline bool CanBuildHouseHere(TileIndex tile, bool noslope)
2328 /* cannot build on these slopes... */
2329 Slope slope = GetTileSlope(tile);
2330 if ((noslope && slope != SLOPE_FLAT) || IsSteepSlope(slope)) return false;
2332 /* at least one RoadTypes allow building the house here? */
2333 if (!RoadTypesAllowHouseHere(tile)) return false;
2335 /* building under a bridge? */
2336 if (IsBridgeAbove(tile)) return false;
2338 /* can we clear the land? */
2339 return Command<CMD_LANDSCAPE_CLEAR>::Do(DC_AUTO | DC_NO_WATER, tile).Succeeded();
2344 * Checks if a house can be built at this tile, must have the same max z as parameter.
2345 * @param tile tile to check
2346 * @param z max z of this tile so more parts of a house are at the same height (with foundation)
2347 * @param noslope are slopes (foundations) allowed?
2348 * @return true iff house can be built here
2349 * @see CanBuildHouseHere()
2351 static inline bool CheckBuildHouseSameZ(TileIndex tile, int z, bool noslope)
2353 if (!CanBuildHouseHere(tile, noslope)) return false;
2355 /* if building on slopes is allowed, there will be flattening foundation (to tile max z) */
2356 if (GetTileMaxZ(tile) != z) return false;
2358 return true;
2363 * Checks if a house of size 2x2 can be built at this tile
2364 * @param tile tile, N corner
2365 * @param z maximum tile z so all tile have the same max z
2366 * @param noslope are slopes (foundations) allowed?
2367 * @return true iff house can be built
2368 * @see CheckBuildHouseSameZ()
2370 static bool CheckFree2x2Area(TileIndex tile, int z, bool noslope)
2372 /* we need to check this tile too because we can be at different tile now */
2373 if (!CheckBuildHouseSameZ(tile, z, noslope)) return false;
2375 for (DiagDirection d = DIAGDIR_SE; d < DIAGDIR_END; d++) {
2376 tile += TileOffsByDiagDir(d);
2377 if (!CheckBuildHouseSameZ(tile, z, noslope)) return false;
2380 return true;
2385 * Checks if current town layout allows building here
2386 * @param t town
2387 * @param tile tile to check
2388 * @return true iff town layout allows building here
2389 * @note see layouts
2391 static inline bool TownLayoutAllowsHouseHere(Town *t, TileIndex tile)
2393 /* Allow towns everywhere when we don't build roads */
2394 if (!_settings_game.economy.allow_town_roads && !_generating_world) return true;
2396 TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);
2398 switch (t->layout) {
2399 case TL_2X2_GRID:
2400 if ((grid_pos.x % 3) == 0 || (grid_pos.y % 3) == 0) return false;
2401 break;
2403 case TL_3X3_GRID:
2404 if ((grid_pos.x % 4) == 0 || (grid_pos.y % 4) == 0) return false;
2405 break;
2407 default:
2408 break;
2411 return true;
2416 * Checks if current town layout allows 2x2 building here
2417 * @param t town
2418 * @param tile tile to check
2419 * @return true iff town layout allows 2x2 building here
2420 * @note see layouts
2422 static inline bool TownLayoutAllows2x2HouseHere(Town *t, TileIndex tile)
2424 /* Allow towns everywhere when we don't build roads */
2425 if (!_settings_game.economy.allow_town_roads && !_generating_world) return true;
2427 /* Compute relative position of tile. (Positive offsets are towards north) */
2428 TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);
2430 switch (t->layout) {
2431 case TL_2X2_GRID:
2432 grid_pos.x %= 3;
2433 grid_pos.y %= 3;
2434 if ((grid_pos.x != 2 && grid_pos.x != -1) ||
2435 (grid_pos.y != 2 && grid_pos.y != -1)) return false;
2436 break;
2438 case TL_3X3_GRID:
2439 if ((grid_pos.x & 3) < 2 || (grid_pos.y & 3) < 2) return false;
2440 break;
2442 default:
2443 break;
2446 return true;
2451 * Checks if 1x2 or 2x1 building is allowed here, also takes into account current town layout
2452 * Also, tests both building positions that occupy this tile
2453 * @param tile tile where the building should be built
2454 * @param t town
2455 * @param maxz all tiles should have the same height
2456 * @param noslope are slopes forbidden?
2457 * @param second diagdir from first tile to second tile
2459 static bool CheckTownBuild2House(TileIndex *tile, Town *t, int maxz, bool noslope, DiagDirection second)
2461 /* 'tile' is already checked in BuildTownHouse() - CanBuildHouseHere() and slope test */
2463 TileIndex tile2 = *tile + TileOffsByDiagDir(second);
2464 if (TownLayoutAllowsHouseHere(t, tile2) && CheckBuildHouseSameZ(tile2, maxz, noslope)) return true;
2466 tile2 = *tile + TileOffsByDiagDir(ReverseDiagDir(second));
2467 if (TownLayoutAllowsHouseHere(t, tile2) && CheckBuildHouseSameZ(tile2, maxz, noslope)) {
2468 *tile = tile2;
2469 return true;
2472 return false;
2477 * Checks if 2x2 building is allowed here, also takes into account current town layout
2478 * Also, tests all four building positions that occupy this tile
2479 * @param tile tile where the building should be built
2480 * @param t town
2481 * @param maxz all tiles should have the same height
2482 * @param noslope are slopes forbidden?
2484 static bool CheckTownBuild2x2House(TileIndex *tile, Town *t, int maxz, bool noslope)
2486 TileIndex tile2 = *tile;
2488 for (DiagDirection d = DIAGDIR_SE;; d++) { // 'd' goes through DIAGDIR_SE, DIAGDIR_SW, DIAGDIR_NW, DIAGDIR_END
2489 if (TownLayoutAllows2x2HouseHere(t, tile2) && CheckFree2x2Area(tile2, maxz, noslope)) {
2490 *tile = tile2;
2491 return true;
2493 if (d == DIAGDIR_END) break;
2494 tile2 += TileOffsByDiagDir(ReverseDiagDir(d)); // go clockwise
2497 return false;
2502 * Tries to build a house at this tile
2503 * @param t town the house will belong to
2504 * @param tile where the house will be built
2505 * @return false iff no house can be built at this tile
2507 static bool BuildTownHouse(Town *t, TileIndex tile)
2509 /* forbidden building here by town layout */
2510 if (!TownLayoutAllowsHouseHere(t, tile)) return false;
2512 /* no house allowed at all, bail out */
2513 if (!CanBuildHouseHere(tile, false)) return false;
2515 Slope slope = GetTileSlope(tile);
2516 int maxz = GetTileMaxZ(tile);
2518 /* Get the town zone type of the current tile, as well as the climate.
2519 * This will allow to easily compare with the specs of the new house to build */
2520 HouseZonesBits rad = GetTownRadiusGroup(t, tile);
2522 /* Above snow? */
2523 int land = _settings_game.game_creation.landscape;
2524 if (land == LT_ARCTIC && maxz > HighestSnowLine()) land = -1;
2526 uint bitmask = (1 << rad) + (1 << (land + 12));
2528 /* bits 0-4 are used
2529 * bits 11-15 are used
2530 * bits 5-10 are not used. */
2531 HouseID houses[NUM_HOUSES];
2532 uint num = 0;
2533 uint probs[NUM_HOUSES];
2534 uint probability_max = 0;
2536 /* Generate a list of all possible houses that can be built. */
2537 for (uint i = 0; i < NUM_HOUSES; i++) {
2538 const HouseSpec *hs = HouseSpec::Get(i);
2540 /* Verify that the candidate house spec matches the current tile status */
2541 if ((~hs->building_availability & bitmask) != 0 || !hs->enabled || hs->grf_prop.override != INVALID_HOUSE_ID) continue;
2543 /* Don't let these counters overflow. Global counters are 32bit, there will never be that many houses. */
2544 if (hs->class_id != HOUSE_NO_CLASS) {
2545 /* id_count is always <= class_count, so it doesn't need to be checked */
2546 if (t->cache.building_counts.class_count[hs->class_id] == UINT16_MAX) continue;
2547 } else {
2548 /* If the house has no class, check id_count instead */
2549 if (t->cache.building_counts.id_count[i] == UINT16_MAX) continue;
2552 uint cur_prob = hs->probability;
2553 probability_max += cur_prob;
2554 probs[num] = cur_prob;
2555 houses[num++] = (HouseID)i;
2558 TileIndex baseTile = tile;
2560 while (probability_max > 0) {
2561 /* Building a multitile building can change the location of tile.
2562 * The building would still be built partially on that tile, but
2563 * its northern tile would be elsewhere. However, if the callback
2564 * fails we would be basing further work from the changed tile.
2565 * So a next 1x1 tile building could be built on the wrong tile. */
2566 tile = baseTile;
2568 uint r = RandomRange(probability_max);
2569 uint i;
2570 for (i = 0; i < num; i++) {
2571 if (probs[i] > r) break;
2572 r -= probs[i];
2575 HouseID house = houses[i];
2576 probability_max -= probs[i];
2578 /* remove tested house from the set */
2579 num--;
2580 houses[i] = houses[num];
2581 probs[i] = probs[num];
2583 const HouseSpec *hs = HouseSpec::Get(house);
2585 if (!_generating_world && _game_mode != GM_EDITOR && (hs->extra_flags & BUILDING_IS_HISTORICAL) != 0) {
2586 continue;
2589 if (_cur_year < hs->min_year || _cur_year > hs->max_year) continue;
2591 /* Special houses that there can be only one of. */
2592 uint oneof = 0;
2594 if (hs->building_flags & BUILDING_IS_CHURCH) {
2595 SetBit(oneof, TOWN_HAS_CHURCH);
2596 } else if (hs->building_flags & BUILDING_IS_STADIUM) {
2597 SetBit(oneof, TOWN_HAS_STADIUM);
2600 if (t->flags & oneof) continue;
2602 /* Make sure there is no slope? */
2603 bool noslope = (hs->building_flags & TILE_NOT_SLOPED) != 0;
2604 if (noslope && slope != SLOPE_FLAT) continue;
2606 if (hs->building_flags & TILE_SIZE_2x2) {
2607 if (!CheckTownBuild2x2House(&tile, t, maxz, noslope)) continue;
2608 } else if (hs->building_flags & TILE_SIZE_2x1) {
2609 if (!CheckTownBuild2House(&tile, t, maxz, noslope, DIAGDIR_SW)) continue;
2610 } else if (hs->building_flags & TILE_SIZE_1x2) {
2611 if (!CheckTownBuild2House(&tile, t, maxz, noslope, DIAGDIR_SE)) continue;
2612 } else {
2613 /* 1x1 house checks are already done */
2616 byte random_bits = Random();
2618 if (HasBit(hs->callback_mask, CBM_HOUSE_ALLOW_CONSTRUCTION)) {
2619 uint16 callback_res = GetHouseCallback(CBID_HOUSE_ALLOW_CONSTRUCTION, 0, 0, house, t, tile, true, random_bits);
2620 if (callback_res != CALLBACK_FAILED && !Convert8bitBooleanCallback(hs->grf_prop.grffile, CBID_HOUSE_ALLOW_CONSTRUCTION, callback_res)) continue;
2623 /* build the house */
2624 t->cache.num_houses++;
2626 /* Special houses that there can be only one of. */
2627 t->flags |= oneof;
2629 byte construction_counter = 0;
2630 byte construction_stage = 0;
2632 if (_generating_world || _game_mode == GM_EDITOR) {
2633 uint32 r = Random();
2635 construction_stage = TOWN_HOUSE_COMPLETED;
2636 if (Chance16(1, 7)) construction_stage = GB(r, 0, 2);
2638 if (construction_stage == TOWN_HOUSE_COMPLETED) {
2639 ChangePopulation(t, hs->population);
2640 } else {
2641 construction_counter = GB(r, 2, 2);
2645 MakeTownHouse(tile, t, construction_counter, construction_stage, house, random_bits);
2646 UpdateTownRadius(t);
2647 UpdateTownGrowthRate(t);
2649 return true;
2652 return false;
2656 * Update data structures when a house is removed
2657 * @param tile Tile of the house
2658 * @param t Town owning the house
2659 * @param house House type
2661 static void DoClearTownHouseHelper(TileIndex tile, Town *t, HouseID house)
2663 assert(IsTileType(tile, MP_HOUSE));
2664 DecreaseBuildingCount(t, house);
2665 DoClearSquare(tile);
2666 DeleteAnimatedTile(tile);
2668 DeleteNewGRFInspectWindow(GSF_HOUSES, tile);
2672 * Determines if a given HouseID is part of a multitile house.
2673 * The given ID is set to the ID of the north tile and the TileDiff to the north tile is returned.
2675 * @param house Is changed to the HouseID of the north tile of the same house
2676 * @return TileDiff from the tile of the given HouseID to the north tile
2678 TileIndexDiff GetHouseNorthPart(HouseID &house)
2680 if (house >= 3) { // house id 0,1,2 MUST be single tile houses, or this code breaks.
2681 if (HouseSpec::Get(house - 1)->building_flags & TILE_SIZE_2x1) {
2682 house--;
2683 return TileDiffXY(-1, 0);
2684 } else if (HouseSpec::Get(house - 1)->building_flags & BUILDING_2_TILES_Y) {
2685 house--;
2686 return TileDiffXY(0, -1);
2687 } else if (HouseSpec::Get(house - 2)->building_flags & BUILDING_HAS_4_TILES) {
2688 house -= 2;
2689 return TileDiffXY(-1, 0);
2690 } else if (HouseSpec::Get(house - 3)->building_flags & BUILDING_HAS_4_TILES) {
2691 house -= 3;
2692 return TileDiffXY(-1, -1);
2695 return 0;
2698 void ClearTownHouse(Town *t, TileIndex tile)
2700 assert(IsTileType(tile, MP_HOUSE));
2702 HouseID house = GetHouseType(tile);
2704 /* need to align the tile to point to the upper left corner of the house */
2705 tile += GetHouseNorthPart(house); // modifies house to the ID of the north tile
2707 const HouseSpec *hs = HouseSpec::Get(house);
2709 /* Remove population from the town if the house is finished. */
2710 if (IsHouseCompleted(tile)) {
2711 ChangePopulation(t, -hs->population);
2714 t->cache.num_houses--;
2716 /* Clear flags for houses that only may exist once/town. */
2717 if (hs->building_flags & BUILDING_IS_CHURCH) {
2718 ClrBit(t->flags, TOWN_HAS_CHURCH);
2719 } else if (hs->building_flags & BUILDING_IS_STADIUM) {
2720 ClrBit(t->flags, TOWN_HAS_STADIUM);
2723 /* Do the actual clearing of tiles */
2724 DoClearTownHouseHelper(tile, t, house);
2725 if (hs->building_flags & BUILDING_2_TILES_Y) DoClearTownHouseHelper(tile + TileDiffXY(0, 1), t, ++house);
2726 if (hs->building_flags & BUILDING_2_TILES_X) DoClearTownHouseHelper(tile + TileDiffXY(1, 0), t, ++house);
2727 if (hs->building_flags & BUILDING_HAS_4_TILES) DoClearTownHouseHelper(tile + TileDiffXY(1, 1), t, ++house);
2729 RemoveNearbyStations(t, tile, hs->building_flags);
2731 UpdateTownRadius(t);
2735 * Rename a town (server-only).
2736 * @param flags type of operation
2737 * @param town_id town ID to rename
2738 * @param text the new name or an empty string when resetting to the default
2739 * @return the cost of this operation or an error
2741 CommandCost CmdRenameTown(DoCommandFlag flags, TownID town_id, const std::string &text)
2743 Town *t = Town::GetIfValid(town_id);
2744 if (t == nullptr) return CMD_ERROR;
2746 bool reset = text.empty();
2748 if (!reset) {
2749 if (Utf8StringLength(text) >= MAX_LENGTH_TOWN_NAME_CHARS) return CMD_ERROR;
2750 if (!IsUniqueTownName(text)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE);
2753 if (flags & DC_EXEC) {
2754 t->cached_name.clear();
2755 if (reset) {
2756 t->name.clear();
2757 } else {
2758 t->name = text;
2761 t->UpdateVirtCoord();
2762 InvalidateWindowData(WC_TOWN_DIRECTORY, 0, TDIWD_FORCE_RESORT);
2763 ClearAllStationCachedNames();
2764 ClearAllIndustryCachedNames();
2765 UpdateAllStationVirtCoords();
2767 return CommandCost();
2771 * Determines the first cargo with a certain town effect
2772 * @param effect Town effect of interest
2773 * @return first active cargo slot with that effect
2775 const CargoSpec *FindFirstCargoWithTownEffect(TownEffect effect)
2777 for (const CargoSpec *cs : CargoSpec::Iterate()) {
2778 if (cs->town_effect == effect) return cs;
2780 return nullptr;
2784 * Change the cargo goal of a town.
2785 * @param flags Type of operation.
2786 * @param town_id Town ID to cargo game of.
2787 * @param te TownEffect to change the game of.
2788 * @param goal The new goal value.
2789 * @return Empty cost or an error.
2791 CommandCost CmdTownCargoGoal(DoCommandFlag flags, TownID town_id, TownEffect te, uint32 goal)
2793 if (_current_company != OWNER_DEITY) return CMD_ERROR;
2795 if (te < TE_BEGIN || te >= TE_END) return CMD_ERROR;
2797 Town *t = Town::GetIfValid(town_id);
2798 if (t == nullptr) return CMD_ERROR;
2800 /* Validate if there is a cargo which is the requested TownEffect */
2801 const CargoSpec *cargo = FindFirstCargoWithTownEffect(te);
2802 if (cargo == nullptr) return CMD_ERROR;
2804 if (flags & DC_EXEC) {
2805 t->goal[te] = goal;
2806 UpdateTownGrowth(t);
2807 InvalidateWindowData(WC_TOWN_VIEW, town_id);
2810 return CommandCost();
2814 * Set a custom text in the Town window.
2815 * @param flags Type of operation.
2816 * @param town_id Town ID to change the text of.
2817 * @param text The new text (empty to remove the text).
2818 * @return Empty cost or an error.
2820 CommandCost CmdTownSetText(DoCommandFlag flags, TownID town_id, const std::string &text)
2822 if (_current_company != OWNER_DEITY) return CMD_ERROR;
2823 Town *t = Town::GetIfValid(town_id);
2824 if (t == nullptr) return CMD_ERROR;
2826 if (flags & DC_EXEC) {
2827 t->text.clear();
2828 if (!text.empty()) t->text = text;
2829 InvalidateWindowData(WC_TOWN_VIEW, town_id);
2832 return CommandCost();
2836 * Change the growth rate of the town.
2837 * @param flags Type of operation.
2838 * @param town_id Town ID to cargo game of.
2839 * @param growth_rate Amount of days between growth, or TOWN_GROWTH_RATE_NONE, or 0 to reset custom growth rate.
2840 * @return Empty cost or an error.
2842 CommandCost CmdTownGrowthRate(DoCommandFlag flags, TownID town_id, uint16 growth_rate)
2844 if (_current_company != OWNER_DEITY) return CMD_ERROR;
2846 Town *t = Town::GetIfValid(town_id);
2847 if (t == nullptr) return CMD_ERROR;
2849 if (flags & DC_EXEC) {
2850 if (growth_rate == 0) {
2851 /* Just clear the flag, UpdateTownGrowth will determine a proper growth rate */
2852 ClrBit(t->flags, TOWN_CUSTOM_GROWTH);
2853 } else {
2854 uint old_rate = t->growth_rate;
2855 if (t->grow_counter >= old_rate) {
2856 /* This also catches old_rate == 0 */
2857 t->grow_counter = growth_rate;
2858 } else {
2859 /* Scale grow_counter, so half finished houses stay half finished */
2860 t->grow_counter = t->grow_counter * growth_rate / old_rate;
2862 t->growth_rate = growth_rate;
2863 SetBit(t->flags, TOWN_CUSTOM_GROWTH);
2865 UpdateTownGrowth(t);
2866 InvalidateWindowData(WC_TOWN_VIEW, town_id);
2869 return CommandCost();
2873 * Change the rating of a company in a town
2874 * @param flags Type of operation.
2875 * @param town_id Town ID to change, bit 16..23 =
2876 * @param company_id Company ID to change.
2877 * @param rating New rating of company (signed int16).
2878 * @return Empty cost or an error.
2880 CommandCost CmdTownRating(DoCommandFlag flags, TownID town_id, CompanyID company_id, int16 rating)
2882 if (_current_company != OWNER_DEITY) return CMD_ERROR;
2884 Town *t = Town::GetIfValid(town_id);
2885 if (t == nullptr) return CMD_ERROR;
2887 if (!Company::IsValidID(company_id)) return CMD_ERROR;
2889 int16 new_rating = Clamp(rating, RATING_MINIMUM, RATING_MAXIMUM);
2890 if (flags & DC_EXEC) {
2891 t->ratings[company_id] = new_rating;
2892 InvalidateWindowData(WC_TOWN_AUTHORITY, town_id);
2895 return CommandCost();
2899 * Expand a town (scenario editor only).
2900 * @param flags Type of operation.
2901 * @param TownID Town ID to expand.
2902 * @param grow_amount Amount to grow, or 0 to grow a random size up to the current amount of houses.
2903 * @return Empty cost or an error.
2905 CommandCost CmdExpandTown(DoCommandFlag flags, TownID town_id, uint32 grow_amount)
2907 if (_game_mode != GM_EDITOR && _current_company != OWNER_DEITY) return CMD_ERROR;
2908 Town *t = Town::GetIfValid(town_id);
2909 if (t == nullptr) return CMD_ERROR;
2911 if (flags & DC_EXEC) {
2912 /* The more houses, the faster we grow */
2913 if (grow_amount == 0) {
2914 uint amount = RandomRange(ClampToU16(t->cache.num_houses / 10)) + 3;
2915 t->cache.num_houses += amount;
2916 UpdateTownRadius(t);
2918 uint n = amount * 10;
2919 do GrowTown(t); while (--n);
2921 t->cache.num_houses -= amount;
2922 } else {
2923 for (; grow_amount > 0; grow_amount--) {
2924 /* Try several times to grow, as we are really suppose to grow */
2925 for (uint i = 0; i < 25; i++) if (GrowTown(t)) break;
2928 UpdateTownRadius(t);
2930 UpdateTownMaxPass(t);
2933 return CommandCost();
2937 * Delete a town (scenario editor or worldgen only).
2938 * @param flags Type of operation.
2939 * @param town_id Town ID to delete.
2940 * @return Empty cost or an error.
2942 CommandCost CmdDeleteTown(DoCommandFlag flags, TownID town_id)
2944 if (_game_mode != GM_EDITOR && !_generating_world) return CMD_ERROR;
2945 Town *t = Town::GetIfValid(town_id);
2946 if (t == nullptr) return CMD_ERROR;
2948 /* Stations refer to towns. */
2949 for (const Station *st : Station::Iterate()) {
2950 if (st->town == t) {
2951 /* Non-oil rig stations are always a problem. */
2952 if (!(st->facilities & FACIL_AIRPORT) || st->airport.type != AT_OILRIG) return CMD_ERROR;
2953 /* We can only automatically delete oil rigs *if* there's no vehicle on them. */
2954 CommandCost ret = Command<CMD_LANDSCAPE_CLEAR>::Do(flags, st->airport.tile);
2955 if (ret.Failed()) return ret;
2959 /* Depots refer to towns. */
2960 for (const Depot *d : Depot::Iterate()) {
2961 if (d->town == t) return CMD_ERROR;
2964 /* Check all tiles for town ownership. First check for bridge tiles, as
2965 * these do not directly have an owner so we need to check adjacent
2966 * tiles. This won't work correctly in the same loop if the adjacent
2967 * tile was already deleted earlier in the loop. */
2968 for (TileIndex current_tile = 0; current_tile < MapSize(); ++current_tile) {
2969 if (IsTileType(current_tile, MP_TUNNELBRIDGE) && TestTownOwnsBridge(current_tile, t)) {
2970 CommandCost ret = Command<CMD_LANDSCAPE_CLEAR>::Do(flags, current_tile);
2971 if (ret.Failed()) return ret;
2975 /* Check all remaining tiles for town ownership. */
2976 for (TileIndex current_tile = 0; current_tile < MapSize(); ++current_tile) {
2977 bool try_clear = false;
2978 switch (GetTileType(current_tile)) {
2979 case MP_ROAD:
2980 try_clear = HasTownOwnedRoad(current_tile) && GetTownIndex(current_tile) == t->index;
2981 break;
2983 case MP_HOUSE:
2984 try_clear = GetTownIndex(current_tile) == t->index;
2985 break;
2987 case MP_INDUSTRY:
2988 try_clear = Industry::GetByTile(current_tile)->town == t;
2989 break;
2991 case MP_OBJECT:
2992 if (Town::GetNumItems() == 1) {
2993 /* No towns will be left, remove it! */
2994 try_clear = true;
2995 } else {
2996 Object *o = Object::GetByTile(current_tile);
2997 if (o->town == t) {
2998 if (o->type == OBJECT_STATUE) {
2999 /* Statue... always remove. */
3000 try_clear = true;
3001 } else {
3002 /* Tell to find a new town. */
3003 if (flags & DC_EXEC) o->town = nullptr;
3007 break;
3009 default:
3010 break;
3012 if (try_clear) {
3013 CommandCost ret = Command<CMD_LANDSCAPE_CLEAR>::Do(flags, current_tile);
3014 if (ret.Failed()) return ret;
3018 /* The town destructor will delete the other things related to the town. */
3019 if (flags & DC_EXEC) {
3020 _town_kdtree.Remove(t->index);
3021 if (t->cache.sign.kdtree_valid) _viewport_sign_kdtree.Remove(ViewportSignKdtreeItem::MakeTown(t->index));
3022 delete t;
3025 return CommandCost();
3029 * Factor in the cost of each town action.
3030 * @see TownActions
3032 const byte _town_action_costs[TACT_COUNT] = {
3033 2, 4, 9, 35, 48, 53, 117, 175
3036 static CommandCost TownActionAdvertiseSmall(Town *t, DoCommandFlag flags)
3038 if (flags & DC_EXEC) {
3039 ModifyStationRatingAround(t->xy, _current_company, 0x40, 10);
3041 return CommandCost();
3044 static CommandCost TownActionAdvertiseMedium(Town *t, DoCommandFlag flags)
3046 if (flags & DC_EXEC) {
3047 ModifyStationRatingAround(t->xy, _current_company, 0x70, 15);
3049 return CommandCost();
3052 static CommandCost TownActionAdvertiseLarge(Town *t, DoCommandFlag flags)
3054 if (flags & DC_EXEC) {
3055 ModifyStationRatingAround(t->xy, _current_company, 0xA0, 20);
3057 return CommandCost();
3060 static CommandCost TownActionRoadRebuild(Town *t, DoCommandFlag flags)
3062 /* Check if the company is allowed to fund new roads. */
3063 if (!_settings_game.economy.fund_roads) return CMD_ERROR;
3065 if (flags & DC_EXEC) {
3066 t->road_build_months = 6;
3068 SetDParam(0, _current_company);
3069 NewsStringData *company_name = new NewsStringData(GetString(STR_COMPANY_NAME));
3071 SetDParam(0, t->index);
3072 SetDParamStr(1, company_name->string);
3074 AddNewsItem(STR_NEWS_ROAD_REBUILDING, NT_GENERAL, NF_NORMAL, NR_TOWN, t->index, NR_NONE, UINT32_MAX, company_name);
3075 AI::BroadcastNewEvent(new ScriptEventRoadReconstruction((ScriptCompany::CompanyID)(Owner)_current_company, t->index));
3076 Game::NewEvent(new ScriptEventRoadReconstruction((ScriptCompany::CompanyID)(Owner)_current_company, t->index));
3078 return CommandCost();
3082 * Check whether the land can be cleared.
3083 * @param tile Tile to check.
3084 * @return The tile can be cleared.
3086 static bool TryClearTile(TileIndex tile)
3088 Backup<CompanyID> cur_company(_current_company, OWNER_NONE, FILE_LINE);
3089 CommandCost r = Command<CMD_LANDSCAPE_CLEAR>::Do(DC_NONE, tile);
3090 cur_company.Restore();
3091 return r.Succeeded();
3094 /** Structure for storing data while searching the best place to build a statue. */
3095 struct StatueBuildSearchData {
3096 TileIndex best_position; ///< Best position found so far.
3097 int tile_count; ///< Number of tiles tried.
3099 StatueBuildSearchData(TileIndex best_pos, int count) : best_position(best_pos), tile_count(count) { }
3103 * Search callback function for #TownActionBuildStatue.
3104 * @param tile Tile on which to perform the search.
3105 * @param user_data Reference to the statue search data.
3106 * @return Result of the test.
3108 static bool SearchTileForStatue(TileIndex tile, void *user_data)
3110 static const int STATUE_NUMBER_INNER_TILES = 25; // Number of tiles int the center of the city, where we try to protect houses.
3112 StatueBuildSearchData *statue_data = (StatueBuildSearchData *)user_data;
3113 statue_data->tile_count++;
3115 /* Statues can be build on slopes, just like houses. Only the steep slopes is a no go. */
3116 if (IsSteepSlope(GetTileSlope(tile))) return false;
3117 /* Don't build statues under bridges. */
3118 if (IsBridgeAbove(tile)) return false;
3120 /* A clear-able open space is always preferred. */
3121 if ((IsTileType(tile, MP_CLEAR) || IsTileType(tile, MP_TREES)) && TryClearTile(tile)) {
3122 statue_data->best_position = tile;
3123 return true;
3126 bool house = IsTileType(tile, MP_HOUSE);
3128 /* Searching inside the inner circle. */
3129 if (statue_data->tile_count <= STATUE_NUMBER_INNER_TILES) {
3130 /* Save first house in inner circle. */
3131 if (house && statue_data->best_position == INVALID_TILE && TryClearTile(tile)) {
3132 statue_data->best_position = tile;
3135 /* If we have reached the end of the inner circle, and have a saved house, terminate the search. */
3136 return statue_data->tile_count == STATUE_NUMBER_INNER_TILES && statue_data->best_position != INVALID_TILE;
3139 /* Searching outside the circle, just pick the first possible spot. */
3140 statue_data->best_position = tile; // Is optimistic, the condition below must also hold.
3141 return house && TryClearTile(tile);
3145 * Perform a 9x9 tiles circular search from the center of the town
3146 * in order to find a free tile to place a statue
3147 * @param t town to search in
3148 * @param flags Used to check if the statue must be built or not.
3149 * @return Empty cost or an error.
3151 static CommandCost TownActionBuildStatue(Town *t, DoCommandFlag flags)
3153 if (!Object::CanAllocateItem()) return_cmd_error(STR_ERROR_TOO_MANY_OBJECTS);
3155 TileIndex tile = t->xy;
3156 StatueBuildSearchData statue_data(INVALID_TILE, 0);
3157 if (!CircularTileSearch(&tile, 9, SearchTileForStatue, &statue_data)) return_cmd_error(STR_ERROR_STATUE_NO_SUITABLE_PLACE);
3159 if (flags & DC_EXEC) {
3160 Backup<CompanyID> cur_company(_current_company, OWNER_NONE, FILE_LINE);
3161 Command<CMD_LANDSCAPE_CLEAR>::Do(DC_EXEC, statue_data.best_position);
3162 cur_company.Restore();
3163 BuildObject(OBJECT_STATUE, statue_data.best_position, _current_company, t);
3164 SetBit(t->statues, _current_company); // Once found and built, "inform" the Town.
3165 MarkTileDirtyByTile(statue_data.best_position);
3167 return CommandCost();
3170 static CommandCost TownActionFundBuildings(Town *t, DoCommandFlag flags)
3172 /* Check if it's allowed to buy the rights */
3173 if (!_settings_game.economy.fund_buildings) return CMD_ERROR;
3175 if (flags & DC_EXEC) {
3176 /* And grow for 3 months */
3177 t->fund_buildings_months = 3;
3179 /* Enable growth (also checking GameScript's opinion) */
3180 UpdateTownGrowth(t);
3182 /* Build a new house, but add a small delay to make sure
3183 * that spamming funding doesn't let town grow any faster
3184 * than 1 house per 2 * TOWN_GROWTH_TICKS ticks.
3185 * Also emulate original behaviour when town was only growing in
3186 * TOWN_GROWTH_TICKS intervals, to make sure that it's not too
3187 * tick-perfect and gives player some time window where they can
3188 * spam funding with the exact same efficiency.
3190 t->grow_counter = std::min<uint16>(t->grow_counter, 2 * TOWN_GROWTH_TICKS - (t->growth_rate - t->grow_counter) % TOWN_GROWTH_TICKS);
3192 SetWindowDirty(WC_TOWN_VIEW, t->index);
3194 return CommandCost();
3197 static CommandCost TownActionBuyRights(Town *t, DoCommandFlag flags)
3199 /* Check if it's allowed to buy the rights */
3200 if (!_settings_game.economy.exclusive_rights) return CMD_ERROR;
3202 if (flags & DC_EXEC) {
3203 t->exclusive_counter = 12;
3204 t->exclusivity = _current_company;
3206 ModifyStationRatingAround(t->xy, _current_company, 130, 17);
3208 SetWindowClassesDirty(WC_STATION_VIEW);
3210 /* Spawn news message */
3211 CompanyNewsInformation *cni = new CompanyNewsInformation(Company::Get(_current_company));
3212 SetDParam(0, STR_NEWS_EXCLUSIVE_RIGHTS_TITLE);
3213 SetDParam(1, STR_NEWS_EXCLUSIVE_RIGHTS_DESCRIPTION);
3214 SetDParam(2, t->index);
3215 SetDParamStr(3, cni->company_name);
3216 AddNewsItem(STR_MESSAGE_NEWS_FORMAT, NT_GENERAL, NF_COMPANY, NR_TOWN, t->index, NR_NONE, UINT32_MAX, cni);
3217 AI::BroadcastNewEvent(new ScriptEventExclusiveTransportRights((ScriptCompany::CompanyID)(Owner)_current_company, t->index));
3218 Game::NewEvent(new ScriptEventExclusiveTransportRights((ScriptCompany::CompanyID)(Owner)_current_company, t->index));
3220 return CommandCost();
3223 static CommandCost TownActionBribe(Town *t, DoCommandFlag flags)
3225 if (flags & DC_EXEC) {
3226 if (Chance16(1, 14)) {
3227 /* set as unwanted for 6 months */
3228 t->unwanted[_current_company] = 6;
3230 /* set all close by station ratings to 0 */
3231 for (Station *st : Station::Iterate()) {
3232 if (st->town == t && st->owner == _current_company) {
3233 for (CargoID i = 0; i < NUM_CARGO; i++) st->goods[i].rating = 0;
3237 /* only show error message to the executing player. All errors are handled command.c
3238 * but this is special, because it can only 'fail' on a DC_EXEC */
3239 if (IsLocalCompany()) ShowErrorMessage(STR_ERROR_BRIBE_FAILED, INVALID_STRING_ID, WL_INFO);
3241 /* decrease by a lot!
3242 * ChangeTownRating is only for stuff in demolishing. Bribe failure should
3243 * be independent of any cheat settings
3245 if (t->ratings[_current_company] > RATING_BRIBE_DOWN_TO) {
3246 t->ratings[_current_company] = RATING_BRIBE_DOWN_TO;
3247 SetWindowDirty(WC_TOWN_AUTHORITY, t->index);
3249 } else {
3250 ChangeTownRating(t, RATING_BRIBE_UP_STEP, RATING_BRIBE_MAXIMUM, DC_EXEC);
3253 return CommandCost();
3256 typedef CommandCost TownActionProc(Town *t, DoCommandFlag flags);
3257 static TownActionProc * const _town_action_proc[] = {
3258 TownActionAdvertiseSmall,
3259 TownActionAdvertiseMedium,
3260 TownActionAdvertiseLarge,
3261 TownActionRoadRebuild,
3262 TownActionBuildStatue,
3263 TownActionFundBuildings,
3264 TownActionBuyRights,
3265 TownActionBribe
3269 * Get a list of available actions to do at a town.
3270 * @param nump if not nullptr add put the number of available actions in it
3271 * @param cid the company that is querying the town
3272 * @param t the town that is queried
3273 * @return bitmasked value of enabled actions
3275 uint GetMaskOfTownActions(int *nump, CompanyID cid, const Town *t)
3277 int num = 0;
3278 TownActions buttons = TACT_NONE;
3280 /* Spectators and unwanted have no options */
3281 if (cid != COMPANY_SPECTATOR && !(_settings_game.economy.bribe && t->unwanted[cid])) {
3283 /* Things worth more than this are not shown */
3284 Money avail = Company::Get(cid)->money + _price[PR_STATION_VALUE] * 200;
3286 /* Check the action bits for validity and
3287 * if they are valid add them */
3288 for (uint i = 0; i != lengthof(_town_action_costs); i++) {
3289 const TownActions cur = (TownActions)(1 << i);
3291 /* Is the company not able to bribe ? */
3292 if (cur == TACT_BRIBE && (!_settings_game.economy.bribe || t->ratings[cid] >= RATING_BRIBE_MAXIMUM)) continue;
3294 /* Is the company not able to buy exclusive rights ? */
3295 if (cur == TACT_BUY_RIGHTS && !_settings_game.economy.exclusive_rights) continue;
3297 /* Is the company not able to fund buildings ? */
3298 if (cur == TACT_FUND_BUILDINGS && !_settings_game.economy.fund_buildings) continue;
3300 /* Is the company not able to fund local road reconstruction? */
3301 if (cur == TACT_ROAD_REBUILD && !_settings_game.economy.fund_roads) continue;
3303 /* Is the company not able to build a statue ? */
3304 if (cur == TACT_BUILD_STATUE && HasBit(t->statues, cid)) continue;
3306 if (avail >= _town_action_costs[i] * _price[PR_TOWN_ACTION] >> 8) {
3307 buttons |= cur;
3308 num++;
3313 if (nump != nullptr) *nump = num;
3314 return buttons;
3318 * Do a town action.
3319 * This performs an action such as advertising, building a statue, funding buildings,
3320 * but also bribing the town-council
3321 * @param flags type of operation
3322 * @param town_id town to do the action at
3323 * @param action action to perform, @see _town_action_proc for the list of available actions
3324 * @return the cost of this operation or an error
3326 CommandCost CmdDoTownAction(DoCommandFlag flags, TownID town_id, uint8 action)
3328 Town *t = Town::GetIfValid(town_id);
3329 if (t == nullptr || action >= lengthof(_town_action_proc)) return CMD_ERROR;
3331 if (!HasBit(GetMaskOfTownActions(nullptr, _current_company, t), action)) return CMD_ERROR;
3333 CommandCost cost(EXPENSES_OTHER, _price[PR_TOWN_ACTION] * _town_action_costs[action] >> 8);
3335 CommandCost ret = _town_action_proc[action](t, flags);
3336 if (ret.Failed()) return ret;
3338 if (flags & DC_EXEC) {
3339 SetWindowDirty(WC_TOWN_AUTHORITY, town_id);
3342 return cost;
3345 template <typename Func>
3346 static void ForAllStationsNearTown(Town *t, Func func)
3348 /* Ideally the search radius should be close to the actual town zone 0 radius.
3349 * The true radius is not stored or calculated anywhere, only the squared radius. */
3350 /* The efficiency of this search might be improved for large towns and many stations on the map,
3351 * by using an integer square root approximation giving a value not less than the true square root. */
3352 uint search_radius = t->cache.squared_town_zone_radius[0] / 2;
3353 ForAllStationsRadius(t->xy, search_radius, [&](const Station * st) {
3354 if (DistanceSquare(st->xy, t->xy) <= t->cache.squared_town_zone_radius[0]) {
3355 func(st);
3360 static void UpdateTownRating(Town *t)
3362 /* Increase company ratings if they're low */
3363 for (const Company *c : Company::Iterate()) {
3364 if (t->ratings[c->index] < RATING_GROWTH_MAXIMUM) {
3365 t->ratings[c->index] = std::min((int)RATING_GROWTH_MAXIMUM, t->ratings[c->index] + RATING_GROWTH_UP_STEP);
3369 ForAllStationsNearTown(t, [&](const Station *st) {
3370 if (st->time_since_load <= 20 || st->time_since_unload <= 20) {
3371 if (Company::IsValidID(st->owner)) {
3372 int new_rating = t->ratings[st->owner] + RATING_STATION_UP_STEP;
3373 t->ratings[st->owner] = std::min<int>(new_rating, INT16_MAX); // do not let it overflow
3375 } else {
3376 if (Company::IsValidID(st->owner)) {
3377 int new_rating = t->ratings[st->owner] + RATING_STATION_DOWN_STEP;
3378 t->ratings[st->owner] = std::max(new_rating, INT16_MIN);
3383 /* clamp all ratings to valid values */
3384 for (uint i = 0; i < MAX_COMPANIES; i++) {
3385 t->ratings[i] = Clamp(t->ratings[i], RATING_MINIMUM, RATING_MAXIMUM);
3388 SetWindowDirty(WC_TOWN_AUTHORITY, t->index);
3393 * Updates town grow counter after growth rate change.
3394 * Preserves relative house builting progress whenever it can.
3395 * @param t The town to calculate grow counter for
3396 * @param prev_growth_rate Town growth rate before it changed (one that was used with grow counter to be updated)
3398 static void UpdateTownGrowCounter(Town *t, uint16 prev_growth_rate)
3400 if (t->growth_rate == TOWN_GROWTH_RATE_NONE) return;
3401 if (prev_growth_rate == TOWN_GROWTH_RATE_NONE) {
3402 t->grow_counter = std::min<uint16>(t->growth_rate, t->grow_counter);
3403 return;
3405 t->grow_counter = RoundDivSU((uint32)t->grow_counter * (t->growth_rate + 1), prev_growth_rate + 1);
3409 * Calculates amount of active stations in the range of town (HZB_TOWN_EDGE).
3410 * @param t The town to calculate stations for
3411 * @returns Amount of active stations
3413 static int CountActiveStations(Town *t)
3415 int n = 0;
3416 ForAllStationsNearTown(t, [&](const Station * st) {
3417 if (st->time_since_load <= 20 || st->time_since_unload <= 20) {
3418 n++;
3421 return n;
3425 * Calculates town growth rate in normal conditions (custom growth rate not set).
3426 * If town growth speed is set to None(0) returns the same rate as if it was Normal(2).
3427 * @param t The town to calculate growth rate for
3428 * @returns Calculated growth rate
3430 static uint GetNormalGrowthRate(Town *t)
3433 * Note:
3434 * Unserviced+unfunded towns get an additional malus in UpdateTownGrowth(),
3435 * so the "320" is actually not better than the "420".
3437 static const uint16 _grow_count_values[2][6] = {
3438 { 120, 120, 120, 100, 80, 60 }, // Fund new buildings has been activated
3439 { 320, 420, 300, 220, 160, 100 } // Normal values
3442 int n = CountActiveStations(t);
3443 uint16 m = _grow_count_values[t->fund_buildings_months != 0 ? 0 : 1][std::min(n, 5)];
3445 uint growth_multiplier = _settings_game.economy.town_growth_rate != 0 ? _settings_game.economy.town_growth_rate - 1 : 1;
3447 m >>= growth_multiplier;
3448 if (t->larger_town) m /= 2;
3450 return TownTicksToGameTicks(m / (t->cache.num_houses / 50 + 1));
3454 * Updates town growth rate.
3455 * @param t The town to update growth rate for
3457 static void UpdateTownGrowthRate(Town *t)
3459 if (HasBit(t->flags, TOWN_CUSTOM_GROWTH)) return;
3460 uint old_rate = t->growth_rate;
3461 t->growth_rate = GetNormalGrowthRate(t);
3462 UpdateTownGrowCounter(t, old_rate);
3463 SetWindowDirty(WC_TOWN_VIEW, t->index);
3467 * Updates town growth state (whether it is growing or not).
3468 * @param t The town to update growth for
3470 static void UpdateTownGrowth(Town *t)
3472 UpdateTownGrowthRate(t);
3474 ClrBit(t->flags, TOWN_IS_GROWING);
3475 SetWindowDirty(WC_TOWN_VIEW, t->index);
3477 if (_settings_game.economy.town_growth_rate == 0 && t->fund_buildings_months == 0) return;
3479 if (t->fund_buildings_months == 0) {
3480 /* Check if all goals are reached for this town to grow (given we are not funding it) */
3481 for (int i = TE_BEGIN; i < TE_END; i++) {
3482 switch (t->goal[i]) {
3483 case TOWN_GROWTH_WINTER:
3484 if (TileHeight(t->xy) >= GetSnowLine() && t->received[i].old_act == 0 && t->cache.population > 90) return;
3485 break;
3486 case TOWN_GROWTH_DESERT:
3487 if (GetTropicZone(t->xy) == TROPICZONE_DESERT && t->received[i].old_act == 0 && t->cache.population > 60) return;
3488 break;
3489 default:
3490 if (t->goal[i] > t->received[i].old_act) return;
3491 break;
3496 if (HasBit(t->flags, TOWN_CUSTOM_GROWTH)) {
3497 if (t->growth_rate != TOWN_GROWTH_RATE_NONE) SetBit(t->flags, TOWN_IS_GROWING);
3498 SetWindowDirty(WC_TOWN_VIEW, t->index);
3499 return;
3502 if (t->fund_buildings_months == 0 && CountActiveStations(t) == 0 && !Chance16(1, 12)) return;
3504 SetBit(t->flags, TOWN_IS_GROWING);
3505 SetWindowDirty(WC_TOWN_VIEW, t->index);
3508 static void UpdateTownAmounts(Town *t)
3510 for (CargoID i = 0; i < NUM_CARGO; i++) t->supplied[i].NewMonth();
3511 for (int i = TE_BEGIN; i < TE_END; i++) t->received[i].NewMonth();
3512 if (t->fund_buildings_months != 0) t->fund_buildings_months--;
3514 SetWindowDirty(WC_TOWN_VIEW, t->index);
3517 static void UpdateTownUnwanted(Town *t)
3519 for (const Company *c : Company::Iterate()) {
3520 if (t->unwanted[c->index] > 0) t->unwanted[c->index]--;
3525 * Checks whether the local authority allows construction of a new station (rail, road, airport, dock) on the given tile
3526 * @param tile The tile where the station shall be constructed.
3527 * @param flags Command flags. DC_NO_TEST_TOWN_RATING is tested.
3528 * @return Succeeded or failed command.
3530 CommandCost CheckIfAuthorityAllowsNewStation(TileIndex tile, DoCommandFlag flags)
3532 /* The required rating is hardcoded to RATING_VERYPOOR (see below), not the authority attitude setting, so we can bail out like this. */
3533 if (_settings_game.difficulty.town_council_tolerance == TOWN_COUNCIL_PERMISSIVE) return CommandCost();
3535 if (!Company::IsValidID(_current_company) || (flags & DC_NO_TEST_TOWN_RATING)) return CommandCost();
3537 Town *t = ClosestTownFromTile(tile, _settings_game.economy.dist_local_authority);
3538 if (t == nullptr) return CommandCost();
3540 if (t->ratings[_current_company] > RATING_VERYPOOR) return CommandCost();
3542 SetDParam(0, t->index);
3543 return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
3547 * Return the town closest to the given tile within \a threshold.
3548 * @param tile Starting point of the search.
3549 * @param threshold Biggest allowed distance to the town.
3550 * @return Closest town to \a tile within \a threshold, or \c nullptr if there is no such town.
3552 * @note This function only uses distance, the #ClosestTownFromTile function also takes town ownership into account.
3554 Town *CalcClosestTownFromTile(TileIndex tile, uint threshold)
3556 if (Town::GetNumItems() == 0) return nullptr;
3558 TownID tid = _town_kdtree.FindNearest(TileX(tile), TileY(tile));
3559 Town *town = Town::Get(tid);
3560 if (DistanceManhattan(tile, town->xy) < threshold) return town;
3561 return nullptr;
3565 * Return the town closest (in distance or ownership) to a given tile, within a given threshold.
3566 * @param tile Starting point of the search.
3567 * @param threshold Biggest allowed distance to the town.
3568 * @return Closest town to \a tile within \a threshold, or \c nullptr if there is no such town.
3570 * @note If you only care about distance, you can use the #CalcClosestTownFromTile function.
3572 Town *ClosestTownFromTile(TileIndex tile, uint threshold)
3574 switch (GetTileType(tile)) {
3575 case MP_ROAD:
3576 if (IsRoadDepot(tile)) return CalcClosestTownFromTile(tile, threshold);
3578 if (!HasTownOwnedRoad(tile)) {
3579 TownID tid = GetTownIndex(tile);
3581 if (tid == INVALID_TOWN) {
3582 /* in the case we are generating "many random towns", this value may be INVALID_TOWN */
3583 if (_generating_world) return CalcClosestTownFromTile(tile, threshold);
3584 assert(Town::GetNumItems() == 0);
3585 return nullptr;
3588 assert(Town::IsValidID(tid));
3589 Town *town = Town::Get(tid);
3591 if (DistanceManhattan(tile, town->xy) >= threshold) town = nullptr;
3593 return town;
3595 FALLTHROUGH;
3597 case MP_HOUSE:
3598 return Town::GetByTile(tile);
3600 default:
3601 return CalcClosestTownFromTile(tile, threshold);
3605 static bool _town_rating_test = false; ///< If \c true, town rating is in test-mode.
3606 static SmallMap<const Town *, int> _town_test_ratings; ///< Map of towns to modified ratings, while in town rating test-mode.
3609 * Switch the town rating to test-mode, to allow commands to be tested without affecting current ratings.
3610 * The function is safe to use in nested calls.
3611 * @param mode Test mode switch (\c true means go to test-mode, \c false means leave test-mode).
3613 void SetTownRatingTestMode(bool mode)
3615 static int ref_count = 0; // Number of times test-mode is switched on.
3616 if (mode) {
3617 if (ref_count == 0) {
3618 _town_test_ratings.clear();
3620 ref_count++;
3621 } else {
3622 assert(ref_count > 0);
3623 ref_count--;
3625 _town_rating_test = !(ref_count == 0);
3629 * Get the rating of a town for the #_current_company.
3630 * @param t Town to get the rating from.
3631 * @return Rating of the current company in the given town.
3633 static int GetRating(const Town *t)
3635 if (_town_rating_test) {
3636 SmallMap<const Town *, int>::iterator it = _town_test_ratings.Find(t);
3637 if (it != _town_test_ratings.End()) {
3638 return it->second;
3641 return t->ratings[_current_company];
3645 * Changes town rating of the current company
3646 * @param t Town to affect
3647 * @param add Value to add
3648 * @param max Minimum (add < 0) resp. maximum (add > 0) rating that should be achievable with this change.
3649 * @param flags Command flags, especially DC_NO_MODIFY_TOWN_RATING is tested
3651 void ChangeTownRating(Town *t, int add, int max, DoCommandFlag flags)
3653 /* if magic_bulldozer cheat is active, town doesn't penalize for removing stuff */
3654 if (t == nullptr || (flags & DC_NO_MODIFY_TOWN_RATING) ||
3655 !Company::IsValidID(_current_company) ||
3656 (_cheats.magic_bulldozer.value && add < 0)) {
3657 return;
3660 int rating = GetRating(t);
3661 if (add < 0) {
3662 if (rating > max) {
3663 rating += add;
3664 if (rating < max) rating = max;
3666 } else {
3667 if (rating < max) {
3668 rating += add;
3669 if (rating > max) rating = max;
3672 if (_town_rating_test) {
3673 _town_test_ratings[t] = rating;
3674 } else {
3675 SetBit(t->have_ratings, _current_company);
3676 t->ratings[_current_company] = rating;
3677 SetWindowDirty(WC_TOWN_AUTHORITY, t->index);
3682 * Does the town authority allow the (destructive) action of the current company?
3683 * @param flags Checking flags of the command.
3684 * @param t Town that must allow the company action.
3685 * @param type Type of action that is wanted.
3686 * @return A succeeded command if the action is allowed, a failed command if it is not allowed.
3688 CommandCost CheckforTownRating(DoCommandFlag flags, Town *t, TownRatingCheckType type)
3690 /* if magic_bulldozer cheat is active, town doesn't restrict your destructive actions */
3691 if (t == nullptr || !Company::IsValidID(_current_company) ||
3692 _cheats.magic_bulldozer.value || (flags & DC_NO_TEST_TOWN_RATING)) {
3693 return CommandCost();
3696 /* minimum rating needed to be allowed to remove stuff */
3697 static const int needed_rating[][TOWN_RATING_CHECK_TYPE_COUNT] = {
3698 /* ROAD_REMOVE, TUNNELBRIDGE_REMOVE */
3699 { RATING_ROAD_NEEDED_LENIENT, RATING_TUNNEL_BRIDGE_NEEDED_LENIENT}, // Lenient
3700 { RATING_ROAD_NEEDED_NEUTRAL, RATING_TUNNEL_BRIDGE_NEEDED_NEUTRAL}, // Neutral
3701 { RATING_ROAD_NEEDED_HOSTILE, RATING_TUNNEL_BRIDGE_NEEDED_HOSTILE}, // Hostile
3702 { RATING_ROAD_NEEDED_PERMISSIVE, RATING_TUNNEL_BRIDGE_NEEDED_PERMISSIVE}, // Permissive
3705 /* check if you're allowed to remove the road/bridge/tunnel
3706 * owned by a town no removal if rating is lower than ... depends now on
3707 * difficulty setting. Minimum town rating selected by difficulty level
3709 int needed = needed_rating[_settings_game.difficulty.town_council_tolerance][type];
3711 if (GetRating(t) < needed) {
3712 SetDParam(0, t->index);
3713 return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
3716 return CommandCost();
3719 void TownsMonthlyLoop()
3721 for (Town *t : Town::Iterate()) {
3722 if (t->road_build_months != 0) t->road_build_months--;
3724 if (t->exclusive_counter != 0) {
3725 if (--t->exclusive_counter == 0) t->exclusivity = INVALID_COMPANY;
3728 UpdateTownAmounts(t);
3729 UpdateTownGrowth(t);
3730 UpdateTownRating(t);
3731 UpdateTownUnwanted(t);
3736 void TownsYearlyLoop()
3738 /* Increment house ages */
3739 for (TileIndex t = 0; t < MapSize(); t++) {
3740 if (!IsTileType(t, MP_HOUSE)) continue;
3741 IncrementHouseAge(t);
3745 static CommandCost TerraformTile_Town(TileIndex tile, DoCommandFlag flags, int z_new, Slope tileh_new)
3747 if (AutoslopeEnabled()) {
3748 HouseID house = GetHouseType(tile);
3749 GetHouseNorthPart(house); // modifies house to the ID of the north tile
3750 const HouseSpec *hs = HouseSpec::Get(house);
3752 /* Here we differ from TTDP by checking TILE_NOT_SLOPED */
3753 if (((hs->building_flags & TILE_NOT_SLOPED) == 0) && !IsSteepSlope(tileh_new) &&
3754 (GetTileMaxZ(tile) == z_new + GetSlopeMaxZ(tileh_new))) {
3755 bool allow_terraform = true;
3757 /* Call the autosloping callback per tile, not for the whole building at once. */
3758 house = GetHouseType(tile);
3759 hs = HouseSpec::Get(house);
3760 if (HasBit(hs->callback_mask, CBM_HOUSE_AUTOSLOPE)) {
3761 /* If the callback fails, allow autoslope. */
3762 uint16 res = GetHouseCallback(CBID_HOUSE_AUTOSLOPE, 0, 0, house, Town::GetByTile(tile), tile);
3763 if (res != CALLBACK_FAILED && ConvertBooleanCallback(hs->grf_prop.grffile, CBID_HOUSE_AUTOSLOPE, res)) allow_terraform = false;
3766 if (allow_terraform) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
3770 return Command<CMD_LANDSCAPE_CLEAR>::Do(flags, tile);
3773 /** Tile callback functions for a town */
3774 extern const TileTypeProcs _tile_type_town_procs = {
3775 DrawTile_Town, // draw_tile_proc
3776 GetSlopePixelZ_Town, // get_slope_z_proc
3777 ClearTile_Town, // clear_tile_proc
3778 AddAcceptedCargo_Town, // add_accepted_cargo_proc
3779 GetTileDesc_Town, // get_tile_desc_proc
3780 GetTileTrackStatus_Town, // get_tile_track_status_proc
3781 nullptr, // click_tile_proc
3782 AnimateTile_Town, // animate_tile_proc
3783 TileLoop_Town, // tile_loop_proc
3784 ChangeTileOwner_Town, // change_tile_owner_proc
3785 AddProducedCargo_Town, // add_produced_cargo_proc
3786 nullptr, // vehicle_enter_tile_proc
3787 GetFoundation_Town, // get_foundation_proc
3788 TerraformTile_Town, // terraform_tile_proc
3792 HouseSpec _house_specs[NUM_HOUSES];
3794 void ResetHouses()
3796 memset(&_house_specs, 0, sizeof(_house_specs));
3797 memcpy(&_house_specs, &_original_house_specs, sizeof(_original_house_specs));
3799 /* Reset any overrides that have been set. */
3800 _house_mngr.ResetOverride();