Update: Translations from eints
[openttd-github.git] / src / town_cmd.cpp
blob11582355c0f9b90272e2f07a1408f08c03ab8136
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 "company_func.h"
19 #include "industry.h"
20 #include "station_base.h"
21 #include "waypoint_base.h"
22 #include "station_kdtree.h"
23 #include "company_base.h"
24 #include "news_func.h"
25 #include "error.h"
26 #include "object.h"
27 #include "genworld.h"
28 #include "newgrf_debug.h"
29 #include "newgrf_house.h"
30 #include "newgrf_text.h"
31 #include "autoslope.h"
32 #include "tunnelbridge_map.h"
33 #include "strings_func.h"
34 #include "window_func.h"
35 #include "string_func.h"
36 #include "newgrf_cargo.h"
37 #include "cheat_type.h"
38 #include "animated_tile_func.h"
39 #include "subsidy_func.h"
40 #include "core/pool_func.hpp"
41 #include "town.h"
42 #include "town_kdtree.h"
43 #include "townname_func.h"
44 #include "core/random_func.hpp"
45 #include "core/backup_type.hpp"
46 #include "depot_base.h"
47 #include "object_map.h"
48 #include "object_base.h"
49 #include "ai/ai.hpp"
50 #include "game/game.hpp"
51 #include "town_cmd.h"
52 #include "landscape_cmd.h"
53 #include "road_cmd.h"
54 #include "terraform_cmd.h"
55 #include "tunnelbridge_cmd.h"
56 #include "timer/timer.h"
57 #include "timer/timer_game_calendar.h"
58 #include "timer/timer_game_economy.h"
59 #include "timer/timer_game_tick.h"
61 #include "table/strings.h"
62 #include "table/town_land.h"
64 #include "safeguards.h"
66 /* Initialize the town-pool */
67 TownPool _town_pool("Town");
68 INSTANTIATE_POOL_METHODS(Town)
71 TownKdtree _town_kdtree(&Kdtree_TownXYFunc);
73 void RebuildTownKdtree()
75 std::vector<TownID> townids;
76 for (const Town *town : Town::Iterate()) {
77 townids.push_back(town->index);
79 _town_kdtree.Build(townids.begin(), townids.end());
82 /** Set if a town is being generated. */
83 static bool _generating_town = false;
85 /**
86 * Check if a town 'owns' a bridge.
87 * Bridges do not directly have an owner, so we check the tiles adjacent to the bridge ends.
88 * If either adjacent tile belongs to the town then it will be assumed that the town built
89 * the bridge.
90 * @param tile The bridge tile to test
91 * @param t The town we are interested in
92 * @return true If town 'owns' a bridge.
94 static bool TestTownOwnsBridge(TileIndex tile, const Town *t)
96 if (!IsTileOwner(tile, OWNER_TOWN)) return false;
98 TileIndex adjacent = tile + TileOffsByDiagDir(ReverseDiagDir(GetTunnelBridgeDirection(tile)));
99 bool town_owned = IsTileType(adjacent, MP_ROAD) && IsTileOwner(adjacent, OWNER_TOWN) && GetTownIndex(adjacent) == t->index;
101 if (!town_owned) {
102 /* Or other adjacent road */
103 adjacent = tile + TileOffsByDiagDir(ReverseDiagDir(GetTunnelBridgeDirection(GetOtherTunnelBridgeEnd(tile))));
104 town_owned = IsTileType(adjacent, MP_ROAD) && IsTileOwner(adjacent, OWNER_TOWN) && GetTownIndex(adjacent) == t->index;
107 return town_owned;
110 Town::~Town()
112 if (CleaningPool()) return;
114 /* Delete town authority window
115 * and remove from list of sorted towns */
116 CloseWindowById(WC_TOWN_VIEW, this->index);
118 #ifdef WITH_ASSERT
119 /* Check no industry is related to us. */
120 for (const Industry *i : Industry::Iterate()) {
121 assert(i->town != this);
124 /* ... and no object is related to us. */
125 for (const Object *o : Object::Iterate()) {
126 assert(o->town != this);
128 #endif /* WITH_ASSERT */
130 /* Check no tile is related to us. */
131 for (TileIndex tile = 0; tile < Map::Size(); ++tile) {
132 switch (GetTileType(tile)) {
133 case MP_HOUSE:
134 assert(GetTownIndex(tile) != this->index);
135 break;
137 case MP_ROAD:
138 assert(!HasTownOwnedRoad(tile) || GetTownIndex(tile) != this->index);
139 break;
141 case MP_TUNNELBRIDGE:
142 assert(!TestTownOwnsBridge(tile, this));
143 break;
145 default:
146 break;
150 /* Clear the persistent storage list. */
151 for (auto &psa : this->psa_list) {
152 delete psa;
154 this->psa_list.clear();
156 DeleteSubsidyWith(SourceType::Town, this->index);
157 DeleteNewGRFInspectWindow(GSF_FAKE_TOWNS, this->index);
158 CargoPacket::InvalidateAllFrom(SourceType::Town, this->index);
159 MarkWholeScreenDirty();
164 * Invalidating of the "nearest town cache" has to be done
165 * after removing item from the pool.
167 void Town::PostDestructor(size_t)
169 InvalidateWindowData(WC_TOWN_DIRECTORY, 0, TDIWD_FORCE_REBUILD);
170 UpdateNearestTownForRoadTiles(false);
172 /* Give objects a new home! */
173 for (Object *o : Object::Iterate()) {
174 if (o->town == nullptr) o->town = CalcClosestTownFromTile(o->location.tile, UINT_MAX);
179 * Assign the town layout.
180 * @param layout The desired layout. If TL_RANDOM, we pick one based on TileHash.
182 void Town::InitializeLayout(TownLayout layout)
184 if (layout != TL_RANDOM) {
185 this->layout = layout;
186 return;
189 this->layout = static_cast<TownLayout>(TileHash(TileX(this->xy), TileY(this->xy)) % (NUM_TLS - 1));
193 * Return a random valid town.
194 * @return A random town, or nullptr if there are no towns.
196 /* static */ Town *Town::GetRandom()
198 if (Town::GetNumItems() == 0) return nullptr;
199 int num = RandomRange((uint16_t)Town::GetNumItems());
200 size_t index = MAX_UVALUE(size_t);
202 while (num >= 0) {
203 num--;
204 index++;
206 /* Make sure we have a valid town */
207 while (!Town::IsValidID(index)) {
208 index++;
209 assert(index < Town::GetPoolSize());
213 return Town::Get(index);
216 void Town::FillCachedName() const
218 this->cached_name = GetTownName(this);
222 * Get the cost for removing this house.
223 * @return The cost adjusted for inflation, etc.
225 Money HouseSpec::GetRemovalCost() const
227 return (_price[PR_CLEAR_HOUSE] * this->removal_cost) >> 8;
230 /* Local */
231 static int _grow_town_result;
233 /* The possible states of town growth. */
234 enum TownGrowthResult {
235 GROWTH_SUCCEED = -1,
236 GROWTH_SEARCH_STOPPED = 0
237 // GROWTH_SEARCH_RUNNING >= 1
240 static bool TryBuildTownHouse(Town *t, TileIndex tile);
241 static Town *CreateRandomTown(uint attempts, uint32_t townnameparts, TownSize size, bool city, TownLayout layout);
243 static void TownDrawHouseLift(const TileInfo *ti)
245 AddChildSpriteScreen(SPR_LIFT, PAL_NONE, 14, 60 - GetLiftPosition(ti->tile));
248 typedef void TownDrawTileProc(const TileInfo *ti);
249 static TownDrawTileProc * const _town_draw_tile_procs[1] = {
250 TownDrawHouseLift
254 * Return a random direction
256 * @return a random direction
258 static inline DiagDirection RandomDiagDir()
260 return (DiagDirection)(RandomRange(DIAGDIR_END));
264 * Draw a house and its tile. This is a tile callback routine.
265 * @param ti TileInfo of the tile to draw
267 static void DrawTile_Town(TileInfo *ti)
269 HouseID house_id = GetHouseType(ti->tile);
271 if (house_id >= NEW_HOUSE_OFFSET) {
272 /* Houses don't necessarily need new graphics. If they don't have a
273 * spritegroup associated with them, then the sprite for the substitute
274 * house id is drawn instead. */
275 if (HouseSpec::Get(house_id)->grf_prop.spritegroup[0] != nullptr) {
276 DrawNewHouseTile(ti, house_id);
277 return;
278 } else {
279 house_id = HouseSpec::Get(house_id)->grf_prop.subst_id;
283 /* Retrieve pointer to the draw town tile struct */
284 const DrawBuildingsTileStruct *dcts = &_town_draw_tile_data[house_id << 4 | TileHash2Bit(ti->x, ti->y) << 2 | GetHouseBuildingStage(ti->tile)];
286 if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, FOUNDATION_LEVELED);
288 DrawGroundSprite(dcts->ground.sprite, dcts->ground.pal);
290 /* If houses are invisible, do not draw the upper part */
291 if (IsInvisibilitySet(TO_HOUSES)) return;
293 /* Add a house on top of the ground? */
294 SpriteID image = dcts->building.sprite;
295 if (image != 0) {
296 AddSortableSpriteToDraw(image, dcts->building.pal,
297 ti->x + dcts->subtile_x,
298 ti->y + dcts->subtile_y,
299 dcts->width,
300 dcts->height,
301 dcts->dz,
302 ti->z,
303 IsTransparencySet(TO_HOUSES)
306 if (IsTransparencySet(TO_HOUSES)) return;
310 int proc = dcts->draw_proc - 1;
312 if (proc >= 0) _town_draw_tile_procs[proc](ti);
316 static int GetSlopePixelZ_Town(TileIndex tile, uint, uint, bool)
318 return GetTileMaxPixelZ(tile);
322 * Get the foundation for a house. This is a tile callback routine.
323 * @param tile The tile to find a foundation for.
324 * @param tileh The slope of the tile.
326 static Foundation GetFoundation_Town(TileIndex tile, Slope tileh)
328 HouseID hid = GetHouseType(tile);
330 /* For NewGRF house tiles we might not be drawing a foundation. We need to
331 * account for this, as other structures should
332 * draw the wall of the foundation in this case.
334 if (hid >= NEW_HOUSE_OFFSET) {
335 const HouseSpec *hs = HouseSpec::Get(hid);
336 if (hs->grf_prop.spritegroup[0] != nullptr && HasBit(hs->callback_mask, CBM_HOUSE_DRAW_FOUNDATIONS)) {
337 uint32_t callback_res = GetHouseCallback(CBID_HOUSE_DRAW_FOUNDATIONS, 0, 0, hid, Town::GetByTile(tile), tile);
338 if (callback_res != CALLBACK_FAILED && !ConvertBooleanCallback(hs->grf_prop.grffile, CBID_HOUSE_DRAW_FOUNDATIONS, callback_res)) return FOUNDATION_NONE;
341 return FlatteningFoundation(tileh);
345 * Animate a tile for a town.
346 * Only certain houses can be animated.
347 * The newhouses animation supersedes regular ones.
348 * @param tile TileIndex of the house to animate.
350 static void AnimateTile_Town(TileIndex tile)
352 if (GetHouseType(tile) >= NEW_HOUSE_OFFSET) {
353 AnimateNewHouseTile(tile);
354 return;
357 if (TimerGameTick::counter & 3) return;
359 /* If the house is not one with a lift anymore, then stop this animating.
360 * Not exactly sure when this happens, but probably when a house changes.
361 * Before this was just a return...so it'd leak animated tiles..
362 * That bug seems to have been here since day 1?? */
363 if (!(HouseSpec::Get(GetHouseType(tile))->building_flags & BUILDING_IS_ANIMATED)) {
364 DeleteAnimatedTile(tile);
365 return;
368 if (!LiftHasDestination(tile)) {
369 uint i;
371 /* Building has 6 floors, number 0 .. 6, where 1 is illegal.
372 * This is due to the fact that the first floor is, in the graphics,
373 * the height of 2 'normal' floors.
374 * Furthermore, there are 6 lift positions from floor N (incl) to floor N + 1 (excl) */
375 do {
376 i = RandomRange(7);
377 } while (i == 1 || i * 6 == GetLiftPosition(tile));
379 SetLiftDestination(tile, i);
382 int pos = GetLiftPosition(tile);
383 int dest = GetLiftDestination(tile) * 6;
384 pos += (pos < dest) ? 1 : -1;
385 SetLiftPosition(tile, pos);
387 if (pos == dest) {
388 HaltLift(tile);
389 DeleteAnimatedTile(tile);
392 MarkTileDirtyByTile(tile);
396 * Determines if a town is close to a tile.
397 * @param tile TileIndex of the tile to query.
398 * @param dist The maximum distance to be accepted.
399 * @returns true if the tile is within the specified distance.
401 static bool IsCloseToTown(TileIndex tile, uint dist)
403 if (_town_kdtree.Count() == 0) return false;
404 Town *t = Town::Get(_town_kdtree.FindNearest(TileX(tile), TileY(tile)));
405 return DistanceManhattan(tile, t->xy) < dist;
408 /** Resize the sign (label) of the town after it changes population. */
409 void Town::UpdateVirtCoord()
411 Point pt = RemapCoords2(TileX(this->xy) * TILE_SIZE, TileY(this->xy) * TILE_SIZE);
413 if (this->cache.sign.kdtree_valid) _viewport_sign_kdtree.Remove(ViewportSignKdtreeItem::MakeTown(this->index));
415 SetDParam(0, this->index);
416 SetDParam(1, this->cache.population);
417 this->cache.sign.UpdatePosition(pt.x, pt.y - 24 * ZOOM_BASE,
418 _settings_client.gui.population_in_label ? STR_VIEWPORT_TOWN_POP : STR_VIEWPORT_TOWN,
419 STR_VIEWPORT_TOWN_TINY_WHITE);
421 _viewport_sign_kdtree.Insert(ViewportSignKdtreeItem::MakeTown(this->index));
423 SetWindowDirty(WC_TOWN_VIEW, this->index);
426 /** Update the virtual coords needed to draw the town sign for all towns. */
427 void UpdateAllTownVirtCoords()
429 for (Town *t : Town::Iterate()) {
430 t->UpdateVirtCoord();
434 /** Clear the cached_name of all towns. */
435 void ClearAllTownCachedNames()
437 for (Town *t : Town::Iterate()) {
438 t->cached_name.clear();
443 * Change the town's population as recorded in the town cache, town label, and town directory.
444 * @param t The town which has changed.
445 * @param mod The population change (can be positive or negative).
447 static void ChangePopulation(Town *t, int mod)
449 t->cache.population += mod;
450 if (_generating_town) [[unlikely]] return;
452 InvalidateWindowData(WC_TOWN_VIEW, t->index); // Cargo requirements may appear/vanish for small populations
453 if (_settings_client.gui.population_in_label) t->UpdateVirtCoord();
455 InvalidateWindowData(WC_TOWN_DIRECTORY, 0, TDIWD_POPULATION_CHANGE);
459 * Get the total population, the sum of all towns in the world.
460 * @return The calculated population of the world
462 uint32_t GetWorldPopulation()
464 uint32_t pop = 0;
465 for (const Town *t : Town::Iterate()) pop += t->cache.population;
466 return pop;
470 * Remove stations from nearby station list if a town is no longer in the catchment area of each.
471 * To improve performance only checks stations that cover the provided house area (doesn't need to contain an actual house).
472 * @param t Town to work on.
473 * @param tile Location of house area (north tile).
474 * @param flags BuildingFlags containing the size of house area.
476 static void RemoveNearbyStations(Town *t, TileIndex tile, BuildingFlags flags)
478 for (StationList::iterator it = t->stations_near.begin(); it != t->stations_near.end(); /* incremented inside loop */) {
479 const Station *st = *it;
481 bool covers_area = st->TileIsInCatchment(tile);
482 if (flags & BUILDING_2_TILES_Y) covers_area |= st->TileIsInCatchment(tile + TileDiffXY(0, 1));
483 if (flags & BUILDING_2_TILES_X) covers_area |= st->TileIsInCatchment(tile + TileDiffXY(1, 0));
484 if (flags & BUILDING_HAS_4_TILES) covers_area |= st->TileIsInCatchment(tile + TileDiffXY(1, 1));
486 if (covers_area && !st->CatchmentCoversTown(t->index)) {
487 it = t->stations_near.erase(it);
488 } else {
489 ++it;
495 * Helper function for house construction stage progression.
496 * @param tile TileIndex of the house (or parts of it) to construct.
498 static void AdvanceSingleHouseConstruction(TileIndex tile)
500 assert(IsTileType(tile, MP_HOUSE));
502 /* Progress in construction stages */
503 IncHouseConstructionTick(tile);
504 if (GetHouseConstructionTick(tile) != 0) return;
506 AnimateNewHouseConstruction(tile);
508 if (IsHouseCompleted(tile)) {
509 /* Now that construction is complete, we can add the population of the
510 * building to the town. */
511 ChangePopulation(Town::GetByTile(tile), HouseSpec::Get(GetHouseType(tile))->population);
512 ResetHouseAge(tile);
514 MarkTileDirtyByTile(tile);
518 * Increase the construction stage of a house.
519 * @param tile The tile of the house under construction.
521 static void AdvanceHouseConstruction(TileIndex tile)
523 uint flags = HouseSpec::Get(GetHouseType(tile))->building_flags;
524 if (flags & BUILDING_HAS_1_TILE) AdvanceSingleHouseConstruction(TileAddXY(tile, 0, 0));
525 if (flags & BUILDING_2_TILES_Y) AdvanceSingleHouseConstruction(TileAddXY(tile, 0, 1));
526 if (flags & BUILDING_2_TILES_X) AdvanceSingleHouseConstruction(TileAddXY(tile, 1, 0));
527 if (flags & BUILDING_HAS_4_TILES) AdvanceSingleHouseConstruction(TileAddXY(tile, 1, 1));
531 * Generate cargo for a house, scaled by the current economy scale.
532 * @param t The current town.
533 * @param ct Type of cargo to generate, usually CT_PASSENGERS or CT_MAIL.
534 * @param amount The number of cargo units.
535 * @param stations Available stations for this house.
536 * @param affected_by_recession Is this cargo halved during recessions?
538 static void TownGenerateCargo(Town *t, CargoID ct, uint amount, StationFinder &stations, bool affected_by_recession)
540 if (amount == 0) return;
542 /* All production is halved during a recession (except for NewGRF-supplied town cargo). */
543 if (affected_by_recession && EconomyIsInRecession()) {
544 amount = (amount + 1) >> 1;
547 /* Scale by cargo scale setting. */
548 amount = ScaleByCargoScale(amount, true);
550 /* Actually generate cargo and update town statistics. */
551 t->supplied[ct].new_max += amount;
552 t->supplied[ct].new_act += MoveGoodsToStation(ct, amount, SourceType::Town, t->index, stations.GetStations());;
556 * Generate cargo for a house using the original algorithm.
557 * @param t The current town.
558 * @param tpe The town production effect.
559 * @param rate The town's product rate for this production.
560 * @param stations Available stations for this house.
562 static void TownGenerateCargoOriginal(Town *t, TownProductionEffect tpe, uint8_t rate, StationFinder &stations)
564 for (const CargoSpec *cs : CargoSpec::town_production_cargoes[tpe]) {
565 uint32_t r = Random();
566 if (GB(r, 0, 8) < rate) {
567 CargoID cid = cs->Index();
568 uint amt = (GB(r, 0, 8) * cs->town_production_multiplier / TOWN_PRODUCTION_DIVISOR) / 8 + 1;
570 TownGenerateCargo(t, cid, amt, stations, true);
576 * Generate cargo for a house using the binominal algorithm.
577 * @param t The current town.
578 * @param tpe The town production effect.
579 * @param rate The town's product rate for this production.
580 * @param stations Available stations for this house.
582 static void TownGenerateCargoBinominal(Town *t, TownProductionEffect tpe, uint8_t rate, StationFinder &stations)
584 for (const CargoSpec *cs : CargoSpec::town_production_cargoes[tpe]) {
585 CargoID cid = cs->Index();
586 uint32_t r = Random();
588 /* Make a bitmask with up to 32 bits set, one for each potential pax. */
589 int genmax = (rate + 7) / 8;
590 uint32_t genmask = (genmax >= 32) ? 0xFFFFFFFF : ((1 << genmax) - 1);
592 /* Mask random value by potential pax and count number of actual pax. */
593 uint amt = CountBits(r & genmask) * cs->town_production_multiplier / TOWN_PRODUCTION_DIVISOR;
595 TownGenerateCargo(t, cid, amt, stations, true);
600 * Tile callback function.
602 * Tile callback function. Periodic tick handler for the tiles of a town.
603 * @param tile been asked to do its stuff
605 static void TileLoop_Town(TileIndex tile)
607 HouseID house_id = GetHouseType(tile);
609 /* NewHouseTileLoop returns false if Callback 21 succeeded, i.e. the house
610 * doesn't exist any more, so don't continue here. */
611 if (house_id >= NEW_HOUSE_OFFSET && !NewHouseTileLoop(tile)) return;
613 if (!IsHouseCompleted(tile)) {
614 /* Construction is not completed, so we advance a construction stage. */
615 AdvanceHouseConstruction(tile);
616 return;
619 const HouseSpec *hs = HouseSpec::Get(house_id);
621 /* If the lift has a destination, it is already an animated tile. */
622 if ((hs->building_flags & BUILDING_IS_ANIMATED) &&
623 house_id < NEW_HOUSE_OFFSET &&
624 !LiftHasDestination(tile) &&
625 Chance16(1, 2)) {
626 AddAnimatedTile(tile);
629 Town *t = Town::GetByTile(tile);
630 uint32_t r = Random();
632 StationFinder stations(TileArea(tile, 1, 1));
634 if (HasBit(hs->callback_mask, CBM_HOUSE_PRODUCE_CARGO)) {
635 for (uint i = 0; i < 256; i++) {
636 uint16_t callback = GetHouseCallback(CBID_HOUSE_PRODUCE_CARGO, i, r, house_id, t, tile);
638 if (callback == CALLBACK_FAILED || callback == CALLBACK_HOUSEPRODCARGO_END) break;
640 CargoID cargo = GetCargoTranslation(GB(callback, 8, 7), hs->grf_prop.grffile);
641 if (!IsValidCargoID(cargo)) continue;
643 uint amt = GB(callback, 0, 8);
644 if (amt == 0) continue;
646 /* NewGRF-supplied town cargos are not affected by recessions. */
647 TownGenerateCargo(t, cargo, amt, stations, false);
649 } else {
650 switch (_settings_game.economy.town_cargogen_mode) {
651 case TCGM_ORIGINAL:
652 /* Original (quadratic) cargo generation algorithm */
653 TownGenerateCargoOriginal(t, TPE_PASSENGERS, hs->population, stations);
654 TownGenerateCargoOriginal(t, TPE_MAIL, hs->mail_generation, stations);
655 break;
657 case TCGM_BITCOUNT:
658 /* Binomial distribution per tick, by a series of coin flips */
659 /* Reduce generation rate to a 1/4, using tile bits to spread out distribution.
660 * As tick counter is incremented by 256 between each call, we ignore the lower 8 bits. */
661 if (GB(TimerGameTick::counter, 8, 2) == GB(tile.base(), 0, 2)) {
662 TownGenerateCargoBinominal(t, TPE_PASSENGERS, hs->population, stations);
663 TownGenerateCargoBinominal(t, TPE_MAIL, hs->mail_generation, stations);
665 break;
667 default:
668 NOT_REACHED();
672 Backup<CompanyID> cur_company(_current_company, OWNER_TOWN);
674 if ((hs->building_flags & BUILDING_HAS_1_TILE) &&
675 HasBit(t->flags, TOWN_IS_GROWING) &&
676 CanDeleteHouse(tile) &&
677 GetHouseAge(tile) >= hs->minimum_life &&
678 --t->time_until_rebuild == 0) {
679 t->time_until_rebuild = GB(r, 16, 8) + 192;
681 ClearTownHouse(t, tile);
683 /* Rebuild with another house? */
684 if (GB(r, 24, 8) >= 12) {
685 /* If we are multi-tile houses, make sure to replace the house
686 * closest to city center. If we do not do this, houses tend to
687 * wander away from roads and other houses. */
688 if (hs->building_flags & BUILDING_HAS_2_TILES) {
689 /* House tiles are always the most north tile. Move the new
690 * house to the south if we are north of the city center. */
691 TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);
692 int x = Clamp(grid_pos.x, 0, 1);
693 int y = Clamp(grid_pos.y, 0, 1);
695 if (hs->building_flags & TILE_SIZE_2x2) {
696 tile = TileAddXY(tile, x, y);
697 } else if (hs->building_flags & TILE_SIZE_1x2) {
698 tile = TileAddXY(tile, 0, y);
699 } else if (hs->building_flags & TILE_SIZE_2x1) {
700 tile = TileAddXY(tile, x, 0);
704 TryBuildTownHouse(t, tile);
708 cur_company.Restore();
712 * Callback function to clear a house tile.
713 * @param tile The tile to clear.
714 * @param flags Type of operation.
715 * @return The cost of this operation or an error.
717 static CommandCost ClearTile_Town(TileIndex tile, DoCommandFlag flags)
719 if (flags & DC_AUTO) return_cmd_error(STR_ERROR_BUILDING_MUST_BE_DEMOLISHED);
720 if (!CanDeleteHouse(tile)) return CMD_ERROR;
722 const HouseSpec *hs = HouseSpec::Get(GetHouseType(tile));
724 CommandCost cost(EXPENSES_CONSTRUCTION);
725 cost.AddCost(hs->GetRemovalCost());
727 int rating = hs->remove_rating_decrease;
728 Town *t = Town::GetByTile(tile);
730 if (Company::IsValidID(_current_company)) {
731 if (rating > t->ratings[_current_company] && !(flags & DC_NO_TEST_TOWN_RATING) &&
732 !_cheats.magic_bulldozer.value && _settings_game.difficulty.town_council_tolerance != TOWN_COUNCIL_PERMISSIVE) {
733 SetDParam(0, t->index);
734 return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
738 ChangeTownRating(t, -rating, RATING_HOUSE_MINIMUM, flags);
739 if (flags & DC_EXEC) {
740 ClearTownHouse(t, tile);
743 return cost;
746 static void AddProducedCargo_Town(TileIndex tile, CargoArray &produced)
748 HouseID house_id = GetHouseType(tile);
749 const HouseSpec *hs = HouseSpec::Get(house_id);
750 Town *t = Town::GetByTile(tile);
752 if (HasBit(hs->callback_mask, CBM_HOUSE_PRODUCE_CARGO)) {
753 for (uint i = 0; i < 256; i++) {
754 uint16_t callback = GetHouseCallback(CBID_HOUSE_PRODUCE_CARGO, i, 0, house_id, t, tile);
756 if (callback == CALLBACK_FAILED || callback == CALLBACK_HOUSEPRODCARGO_END) break;
758 CargoID cargo = GetCargoTranslation(GB(callback, 8, 7), hs->grf_prop.grffile);
760 if (!IsValidCargoID(cargo)) continue;
761 produced[cargo]++;
763 } else {
764 if (hs->population > 0) {
765 for (const CargoSpec *cs : CargoSpec::town_production_cargoes[TPE_PASSENGERS]) {
766 produced[cs->Index()]++;
769 if (hs->mail_generation > 0) {
770 for (const CargoSpec *cs : CargoSpec::town_production_cargoes[TPE_MAIL]) {
771 produced[cs->Index()]++;
778 * Fill cargo acceptance array and always_accepted mask, if cargo ID is valid.
779 * @param cargo Cargo type to add.
780 * @param amount Amount of cargo to add.
781 * @param[out] acceptance Output array containing amount of cargo accepted.
782 * @param[out] always_accepted Output mask of accepted cargo types.
784 static void AddAcceptedCargoSetMask(CargoID cargo, uint amount, CargoArray &acceptance, CargoTypes &always_accepted)
786 if (!IsValidCargoID(cargo) || amount == 0) return;
787 acceptance[cargo] += amount;
788 SetBit(always_accepted, cargo);
791 static void AddAcceptedCargo_Town(TileIndex tile, CargoArray &acceptance, CargoTypes &always_accepted)
793 const HouseSpec *hs = HouseSpec::Get(GetHouseType(tile));
794 CargoID accepts[lengthof(hs->accepts_cargo)];
796 /* Set the initial accepted cargo types */
797 for (uint8_t i = 0; i < lengthof(accepts); i++) {
798 accepts[i] = hs->accepts_cargo[i];
801 /* Check for custom accepted cargo types */
802 if (HasBit(hs->callback_mask, CBM_HOUSE_ACCEPT_CARGO)) {
803 uint16_t callback = GetHouseCallback(CBID_HOUSE_ACCEPT_CARGO, 0, 0, GetHouseType(tile), Town::GetByTile(tile), tile);
804 if (callback != CALLBACK_FAILED) {
805 /* Replace accepted cargo types with translated values from callback */
806 accepts[0] = GetCargoTranslation(GB(callback, 0, 5), hs->grf_prop.grffile);
807 accepts[1] = GetCargoTranslation(GB(callback, 5, 5), hs->grf_prop.grffile);
808 accepts[2] = GetCargoTranslation(GB(callback, 10, 5), hs->grf_prop.grffile);
812 /* Check for custom cargo acceptance */
813 if (HasBit(hs->callback_mask, CBM_HOUSE_CARGO_ACCEPTANCE)) {
814 uint16_t callback = GetHouseCallback(CBID_HOUSE_CARGO_ACCEPTANCE, 0, 0, GetHouseType(tile), Town::GetByTile(tile), tile);
815 if (callback != CALLBACK_FAILED) {
816 AddAcceptedCargoSetMask(accepts[0], GB(callback, 0, 4), acceptance, always_accepted);
817 AddAcceptedCargoSetMask(accepts[1], GB(callback, 4, 4), acceptance, always_accepted);
818 if (_settings_game.game_creation.landscape != LT_TEMPERATE && HasBit(callback, 12)) {
819 /* The 'S' bit indicates food instead of goods */
820 AddAcceptedCargoSetMask(GetCargoIDByLabel(CT_FOOD), GB(callback, 8, 4), acceptance, always_accepted);
821 } else {
822 AddAcceptedCargoSetMask(accepts[2], GB(callback, 8, 4), acceptance, always_accepted);
824 return;
828 /* No custom acceptance, so fill in with the default values */
829 for (uint8_t i = 0; i < lengthof(accepts); i++) {
830 AddAcceptedCargoSetMask(accepts[i], hs->cargo_acceptance[i], acceptance, always_accepted);
834 static void GetTileDesc_Town(TileIndex tile, TileDesc *td)
836 const HouseID house = GetHouseType(tile);
837 const HouseSpec *hs = HouseSpec::Get(house);
838 bool house_completed = IsHouseCompleted(tile);
840 td->str = hs->building_name;
842 uint16_t callback_res = GetHouseCallback(CBID_HOUSE_CUSTOM_NAME, house_completed ? 1 : 0, 0, house, Town::GetByTile(tile), tile);
843 if (callback_res != CALLBACK_FAILED && callback_res != 0x400) {
844 if (callback_res > 0x400) {
845 ErrorUnknownCallbackResult(hs->grf_prop.grffile->grfid, CBID_HOUSE_CUSTOM_NAME, callback_res);
846 } else {
847 StringID new_name = GetGRFStringID(hs->grf_prop.grffile->grfid, 0xD000 + callback_res);
848 if (new_name != STR_NULL && new_name != STR_UNDEFINED) {
849 td->str = new_name;
854 if (!house_completed) {
855 td->dparam = td->str;
856 td->str = STR_LAI_TOWN_INDUSTRY_DESCRIPTION_UNDER_CONSTRUCTION;
859 if (hs->grf_prop.grffile != nullptr) {
860 const GRFConfig *gc = GetGRFConfig(hs->grf_prop.grffile->grfid);
861 td->grf = gc->GetName();
864 td->owner[0] = OWNER_TOWN;
867 static TrackStatus GetTileTrackStatus_Town(TileIndex, TransportType, uint, DiagDirection)
869 /* not used */
870 return 0;
873 static void ChangeTileOwner_Town(TileIndex, Owner, Owner)
875 /* not used */
878 static bool GrowTown(Town *t);
881 * Handle the town tick for a single town, by growing the town if desired.
882 * @param t The town to try growing.
884 static void TownTickHandler(Town *t)
886 if (HasBit(t->flags, TOWN_IS_GROWING)) {
887 int i = (int)t->grow_counter - 1;
888 if (i < 0) {
889 if (GrowTown(t)) {
890 i = t->growth_rate;
891 } else {
892 /* If growth failed wait a bit before retrying */
893 i = std::min<uint16_t>(t->growth_rate, Ticks::TOWN_GROWTH_TICKS - 1);
896 t->grow_counter = i;
900 /** Iterate through all towns and call their tick handler. */
901 void OnTick_Town()
903 if (_game_mode == GM_EDITOR) return;
905 for (Town *t : Town::Iterate()) {
906 TownTickHandler(t);
911 * Return the RoadBits of a tile, ignoring depot and bay road stops.
912 * @param tile The tile to check.
913 * @return The roadbits of the given tile.
915 static RoadBits GetTownRoadBits(TileIndex tile)
917 if (IsRoadDepotTile(tile) || IsBayRoadStopTile(tile)) return ROAD_NONE;
919 return GetAnyRoadBits(tile, RTT_ROAD, true);
923 * Get the road type that towns should build at this current moment.
924 * They may have built a different type in the past.
926 RoadType GetTownRoadType()
928 RoadType best_rt = ROADTYPE_ROAD;
929 const RoadTypeInfo *best = nullptr;
930 const uint16_t assume_max_speed = 50;
932 for (RoadType rt = ROADTYPE_BEGIN; rt != ROADTYPE_END; rt++) {
933 if (RoadTypeIsTram(rt)) continue;
935 const RoadTypeInfo *rti = GetRoadTypeInfo(rt);
937 /* Unused road type. */
938 if (rti->label == 0) continue;
940 /* Can town build this road. */
941 if (!HasBit(rti->flags, ROTF_TOWN_BUILD)) continue;
943 /* Not yet introduced at this date. */
944 if (IsInsideMM(rti->introduction_date, 0, CalendarTime::MAX_DATE.base()) && rti->introduction_date > TimerGameCalendar::date) continue;
946 if (best != nullptr) {
947 if ((rti->max_speed == 0 ? assume_max_speed : rti->max_speed) < (best->max_speed == 0 ? assume_max_speed : best->max_speed)) continue;
950 best_rt = rt;
951 best = rti;
954 return best_rt;
958 * Get the calendar date of the earliest town-buildable road type.
959 * @return introduction date of earliest road type, or INT32_MAX if none available.
961 static TimerGameCalendar::Date GetTownRoadTypeFirstIntroductionDate()
963 const RoadTypeInfo *best = nullptr;
964 for (RoadType rt = ROADTYPE_BEGIN; rt != ROADTYPE_END; rt++) {
965 if (RoadTypeIsTram(rt)) continue;
966 const RoadTypeInfo *rti = GetRoadTypeInfo(rt);
967 if (rti->label == 0) continue; // Unused road type.
968 if (!HasBit(rti->flags, ROTF_TOWN_BUILD)) continue; // Town can't build this road type.
970 if (best != nullptr && rti->introduction_date >= best->introduction_date) continue;
971 best = rti;
974 if (best == nullptr) return INT32_MAX;
975 return best->introduction_date;
979 * Check if towns are able to build road.
980 * @return true iff the towns are currently able to build road.
982 bool CheckTownRoadTypes()
984 auto min_date = GetTownRoadTypeFirstIntroductionDate();
985 if (min_date <= TimerGameCalendar::date) return true;
987 if (min_date < INT32_MAX) {
988 SetDParam(0, min_date);
989 ShowErrorMessage(STR_ERROR_NO_TOWN_ROADTYPES_AVAILABLE_YET, STR_ERROR_NO_TOWN_ROADTYPES_AVAILABLE_YET_EXPLANATION, WL_CRITICAL);
990 } else {
991 ShowErrorMessage(STR_ERROR_NO_TOWN_ROADTYPES_AVAILABLE_AT_ALL, STR_ERROR_NO_TOWN_ROADTYPES_AVAILABLE_AT_ALL_EXPLANATION, WL_CRITICAL);
993 return false;
997 * Check for parallel road inside a given distance.
998 * Assuming a road from (tile - TileOffsByDiagDir(dir)) to tile,
999 * is there a parallel road left or right of it within distance dist_multi?
1001 * @param tile The current tile.
1002 * @param dir The target direction.
1003 * @param dist_multi The distance multiplier.
1004 * @return true if there is a parallel road.
1006 static bool IsNeighborRoadTile(TileIndex tile, const DiagDirection dir, uint dist_multi)
1008 if (!IsValidTile(tile)) return false;
1010 /* Lookup table for the used diff values */
1011 const TileIndexDiff tid_lt[3] = {
1012 TileOffsByDiagDir(ChangeDiagDir(dir, DIAGDIRDIFF_90RIGHT)),
1013 TileOffsByDiagDir(ChangeDiagDir(dir, DIAGDIRDIFF_90LEFT)),
1014 TileOffsByDiagDir(ReverseDiagDir(dir)),
1017 dist_multi = (dist_multi + 1) * 4;
1018 for (uint pos = 4; pos < dist_multi; pos++) {
1019 /* Go (pos / 4) tiles to the left or the right */
1020 TileIndexDiff cur = tid_lt[(pos & 1) ? 0 : 1] * (pos / 4);
1022 /* Use the current tile as origin, or go one tile backwards */
1023 if (pos & 2) cur += tid_lt[2];
1025 /* Test for roadbit parallel to dir and facing towards the middle axis */
1026 if (IsValidTile(tile + cur) &&
1027 GetTownRoadBits(TileAdd(tile, cur)) & DiagDirToRoadBits((pos & 2) ? dir : ReverseDiagDir(dir))) return true;
1029 return false;
1033 * Check if a Road is allowed on a given tile.
1035 * @param t The current town.
1036 * @param tile The target tile.
1037 * @param dir The direction in which we want to extend the town.
1038 * @return true if it is allowed.
1040 static bool IsRoadAllowedHere(Town *t, TileIndex tile, DiagDirection dir)
1042 if (DistanceFromEdge(tile) == 0) return false;
1044 /* Prevent towns from building roads under bridges along the bridge. Looks silly. */
1045 if (IsBridgeAbove(tile) && GetBridgeAxis(tile) == DiagDirToAxis(dir)) return false;
1047 /* Check if there already is a road at this point? */
1048 if (GetTownRoadBits(tile) == ROAD_NONE) {
1049 /* No, try if we are able to build a road piece there.
1050 * If that fails clear the land, and if that fails exit.
1051 * This is to make sure that we can build a road here later. */
1052 RoadType rt = GetTownRoadType();
1053 if (Command<CMD_BUILD_ROAD>::Do(DC_AUTO | DC_NO_WATER, tile, (dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? ROAD_Y : ROAD_X, rt, DRD_NONE, 0).Failed() &&
1054 Command<CMD_LANDSCAPE_CLEAR>::Do(DC_AUTO | DC_NO_WATER, tile).Failed()) {
1055 return false;
1059 Slope cur_slope = _settings_game.construction.build_on_slopes ? std::get<0>(GetFoundationSlope(tile)) : GetTileSlope(tile);
1060 bool ret = !IsNeighborRoadTile(tile, dir, t->layout == TL_ORIGINAL ? 1 : 2);
1061 if (cur_slope == SLOPE_FLAT) return ret;
1063 /* If the tile is not a slope in the right direction, then
1064 * maybe terraform some. */
1065 Slope desired_slope = (dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? SLOPE_NW : SLOPE_NE;
1066 if (desired_slope != cur_slope && ComplementSlope(desired_slope) != cur_slope) {
1067 if (Chance16(1, 8)) {
1068 CommandCost res = CMD_ERROR;
1069 if (!_generating_world && Chance16(1, 10)) {
1070 /* Note: Do not replace "^ SLOPE_ELEVATED" with ComplementSlope(). The slope might be steep. */
1071 res = std::get<0>(Command<CMD_TERRAFORM_LAND>::Do(DC_EXEC | DC_AUTO | DC_NO_WATER,
1072 tile, Chance16(1, 16) ? cur_slope : cur_slope ^ SLOPE_ELEVATED, false));
1074 if (res.Failed() && Chance16(1, 3)) {
1075 /* We can consider building on the slope, though. */
1076 return ret;
1079 return false;
1081 return ret;
1084 static bool TerraformTownTile(TileIndex tile, Slope edges, bool dir)
1086 assert(tile < Map::Size());
1088 CommandCost r = std::get<0>(Command<CMD_TERRAFORM_LAND>::Do(DC_AUTO | DC_NO_WATER, tile, edges, dir));
1089 if (r.Failed() || r.GetCost() >= (_price[PR_TERRAFORM] + 2) * 8) return false;
1090 Command<CMD_TERRAFORM_LAND>::Do(DC_AUTO | DC_NO_WATER | DC_EXEC, tile, edges, dir);
1091 return true;
1094 static void LevelTownLand(TileIndex tile)
1096 assert(tile < Map::Size());
1098 /* Don't terraform if land is plain or if there's a house there. */
1099 if (IsTileType(tile, MP_HOUSE)) return;
1100 Slope tileh = GetTileSlope(tile);
1101 if (tileh == SLOPE_FLAT) return;
1103 /* First try up, then down */
1104 if (!TerraformTownTile(tile, ~tileh & SLOPE_ELEVATED, true)) {
1105 TerraformTownTile(tile, tileh & SLOPE_ELEVATED, false);
1110 * Generate the RoadBits of a grid tile.
1112 * @param t The current town.
1113 * @param tile The tile in reference to the town.
1114 * @param dir The direction to which we are growing.
1115 * @return The RoadBit of the current tile regarding the selected town layout.
1117 static RoadBits GetTownRoadGridElement(Town *t, TileIndex tile, DiagDirection dir)
1119 /* align the grid to the downtown */
1120 TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile); // Vector from downtown to the tile
1121 RoadBits rcmd = ROAD_NONE;
1123 switch (t->layout) {
1124 default: NOT_REACHED();
1126 case TL_2X2_GRID:
1127 if ((grid_pos.x % 3) == 0) rcmd |= ROAD_Y;
1128 if ((grid_pos.y % 3) == 0) rcmd |= ROAD_X;
1129 break;
1131 case TL_3X3_GRID:
1132 if ((grid_pos.x % 4) == 0) rcmd |= ROAD_Y;
1133 if ((grid_pos.y % 4) == 0) rcmd |= ROAD_X;
1134 break;
1137 /* Optimise only X-junctions */
1138 if (rcmd != ROAD_ALL) return rcmd;
1140 RoadBits rb_template;
1142 switch (GetTileSlope(tile)) {
1143 default: rb_template = ROAD_ALL; break;
1144 case SLOPE_W: rb_template = ROAD_NW | ROAD_SW; break;
1145 case SLOPE_SW: rb_template = ROAD_Y | ROAD_SW; break;
1146 case SLOPE_S: rb_template = ROAD_SW | ROAD_SE; break;
1147 case SLOPE_SE: rb_template = ROAD_X | ROAD_SE; break;
1148 case SLOPE_E: rb_template = ROAD_SE | ROAD_NE; break;
1149 case SLOPE_NE: rb_template = ROAD_Y | ROAD_NE; break;
1150 case SLOPE_N: rb_template = ROAD_NE | ROAD_NW; break;
1151 case SLOPE_NW: rb_template = ROAD_X | ROAD_NW; break;
1152 case SLOPE_STEEP_W:
1153 case SLOPE_STEEP_S:
1154 case SLOPE_STEEP_E:
1155 case SLOPE_STEEP_N:
1156 rb_template = ROAD_NONE;
1157 break;
1160 /* Stop if the template is compatible to the growth dir */
1161 if (DiagDirToRoadBits(ReverseDiagDir(dir)) & rb_template) return rb_template;
1162 /* If not generate a straight road in the direction of the growth */
1163 return DiagDirToRoadBits(dir) | DiagDirToRoadBits(ReverseDiagDir(dir));
1167 * Grows the town with an extra house.
1168 * Check if there are enough neighbor house tiles
1169 * next to the current tile. If there are enough
1170 * add another house.
1172 * @param t The current town.
1173 * @param tile The target tile for the extra house.
1174 * @return true if an extra house has been added.
1176 static bool GrowTownWithExtraHouse(Town *t, TileIndex tile)
1178 /* We can't look further than that. */
1179 if (DistanceFromEdge(tile) == 0) return false;
1181 uint counter = 0; // counts the house neighbor tiles
1183 /* Check the tiles E,N,W and S of the current tile for houses */
1184 for (DiagDirection dir = DIAGDIR_BEGIN; dir < DIAGDIR_END; dir++) {
1185 /* Count both void and house tiles for checking whether there
1186 * are enough houses in the area. This to make it likely that
1187 * houses get build up to the edge of the map. */
1188 switch (GetTileType(TileAddByDiagDir(tile, dir))) {
1189 case MP_HOUSE:
1190 case MP_VOID:
1191 counter++;
1192 break;
1194 default:
1195 break;
1198 /* If there are enough neighbors stop here */
1199 if (counter >= 3) {
1200 if (TryBuildTownHouse(t, tile)) {
1201 _grow_town_result = GROWTH_SUCCEED;
1202 return true;
1204 return false;
1207 return false;
1211 * Grows the town with a road piece.
1213 * @param t The current town.
1214 * @param tile The current tile.
1215 * @param rcmd The RoadBits we want to build on the tile.
1216 * @return true if the RoadBits have been added.
1218 static bool GrowTownWithRoad(const Town *t, TileIndex tile, RoadBits rcmd)
1220 RoadType rt = GetTownRoadType();
1221 if (Command<CMD_BUILD_ROAD>::Do(DC_EXEC | DC_AUTO | DC_NO_WATER, tile, rcmd, rt, DRD_NONE, t->index).Succeeded()) {
1222 _grow_town_result = GROWTH_SUCCEED;
1223 return true;
1225 return false;
1229 * Checks if a town road can be continued into the next tile.
1230 * Road vehicle stations, bridges, and tunnels are fine, as long as they are facing the right direction.
1232 * @param t The current town
1233 * @param tile The tile where the road would be built
1234 * @param road_dir The direction of the road
1235 * @return true if the road can be continued, else false
1237 static bool CanRoadContinueIntoNextTile(const Town *t, const TileIndex tile, const DiagDirection road_dir)
1239 const int delta = TileOffsByDiagDir(road_dir); // +1 tile in the direction of the road
1240 TileIndex next_tile = tile + delta; // The tile beyond which must be connectable to the target tile
1241 RoadBits rcmd = DiagDirToRoadBits(ReverseDiagDir(road_dir));
1242 RoadType rt = GetTownRoadType();
1244 /* Before we try anything, make sure the tile is on the map and not the void. */
1245 if (!IsValidTile(next_tile)) return false;
1247 /* If the next tile is a bridge or tunnel, allow if it's continuing in the same direction. */
1248 if (IsTileType(next_tile, MP_TUNNELBRIDGE)) {
1249 return GetTunnelBridgeTransportType(next_tile) == TRANSPORT_ROAD && GetTunnelBridgeDirection(next_tile) == road_dir;
1252 /* If the next tile is a station, allow if it's a road station facing the proper direction. Otherwise return false. */
1253 if (IsTileType(next_tile, MP_STATION)) {
1254 /* If the next tile is a road station, allow if it can be entered by the new tunnel/bridge, otherwise disallow. */
1255 return IsAnyRoadStop(next_tile) && (GetRoadStopDir(next_tile) == ReverseDiagDir(road_dir) || (IsDriveThroughStopTile(next_tile) && GetRoadStopDir(next_tile) == road_dir));
1258 /* If the next tile is a road depot, allow if it's facing the right way. */
1259 if (IsTileType(next_tile, MP_ROAD)) {
1260 return IsRoadDepot(next_tile) && GetRoadDepotDirection(next_tile) == ReverseDiagDir(road_dir);
1263 /* If the next tile is a railroad track, check if towns are allowed to build level crossings.
1264 * If level crossing are not allowed, reject the construction. Else allow DoCommand to determine if the rail track is buildable. */
1265 if (IsTileType(next_tile, MP_RAILWAY) && !_settings_game.economy.allow_town_level_crossings) return false;
1267 /* If a road tile can be built, the construction is allowed. */
1268 return Command<CMD_BUILD_ROAD>::Do(DC_AUTO | DC_NO_WATER, next_tile, rcmd, rt, DRD_NONE, t->index).Succeeded();
1272 * CircularTileSearch proc which checks for a nearby parallel bridge to avoid building redundant bridges.
1273 * @param tile The tile to search.
1274 * @param user_data Reference to the valid direction of the proposed bridge.
1275 * @return true if another bridge exists, else false.
1277 static bool RedundantBridgeExistsNearby(TileIndex tile, void *user_data)
1279 /* Don't look into the void. */
1280 if (!IsValidTile(tile)) return false;
1282 /* Only consider bridge head tiles. */
1283 if (!IsBridgeTile(tile)) return false;
1285 /* Only consider road bridges. */
1286 if (GetTunnelBridgeTransportType(tile) != TRANSPORT_ROAD) return false;
1288 /* If the bridge is facing the same direction as the proposed bridge, we've found a redundant bridge. */
1289 return (GetTileSlope(tile) & InclinedSlope(ReverseDiagDir(*(DiagDirection *)user_data)));
1293 * Grows the town with a bridge.
1294 * At first we check if a bridge is reasonable.
1295 * If so we check if we are able to build it.
1297 * @param t The current town
1298 * @param tile The current tile
1299 * @param bridge_dir The valid direction in which to grow a bridge
1300 * @return true if a bridge has been build else false
1302 static bool GrowTownWithBridge(const Town *t, const TileIndex tile, const DiagDirection bridge_dir)
1304 assert(bridge_dir < DIAGDIR_END);
1306 const Slope slope = GetTileSlope(tile);
1308 /* Make sure the direction is compatible with the slope.
1309 * Well we check if the slope has an up bit set in the
1310 * reverse direction. */
1311 if (slope != SLOPE_FLAT && slope & InclinedSlope(bridge_dir)) return false;
1313 /* Assure that the bridge is connectable to the start side */
1314 if (!(GetTownRoadBits(TileAddByDiagDir(tile, ReverseDiagDir(bridge_dir))) & DiagDirToRoadBits(bridge_dir))) return false;
1316 /* We are in the right direction */
1317 uint bridge_length = 0; // This value stores the length of the possible bridge
1318 TileIndex bridge_tile = tile; // Used to store the other waterside
1320 const int delta = TileOffsByDiagDir(bridge_dir);
1322 /* To prevent really small towns from building disproportionately
1323 * long bridges, make the max a function of its population. */
1324 const uint TOWN_BRIDGE_LENGTH_CAP = 11;
1325 uint base_bridge_length = 5;
1326 uint max_bridge_length = std::min(t->cache.population / 1000 + base_bridge_length, TOWN_BRIDGE_LENGTH_CAP);
1328 if (slope == SLOPE_FLAT) {
1329 /* Bridges starting on flat tiles are only allowed when crossing rivers, rails or one-way roads. */
1330 do {
1331 if (bridge_length++ >= base_bridge_length) {
1332 /* Allow to cross rivers, not big lakes, nor large amounts of rails or one-way roads. */
1333 return false;
1335 bridge_tile += delta;
1336 } while (IsValidTile(bridge_tile) && ((IsWaterTile(bridge_tile) && !IsSea(bridge_tile)) || IsPlainRailTile(bridge_tile) || (IsNormalRoadTile(bridge_tile) && GetDisallowedRoadDirections(bridge_tile) != DRD_NONE)));
1337 } else {
1338 do {
1339 if (bridge_length++ >= max_bridge_length) {
1340 /* Ensure the bridge is not longer than the max allowed length. */
1341 return false;
1343 bridge_tile += delta;
1344 } while (IsValidTile(bridge_tile) && (IsWaterTile(bridge_tile) || IsPlainRailTile(bridge_tile) || (IsNormalRoadTile(bridge_tile) && GetDisallowedRoadDirections(bridge_tile) != DRD_NONE)));
1347 /* Don't allow a bridge where the start and end tiles are adjacent with no span between. */
1348 if (bridge_length == 1) return false;
1350 /* Make sure the road can be continued past the bridge. At this point, bridge_tile holds the end tile of the bridge. */
1351 if (!CanRoadContinueIntoNextTile(t, bridge_tile, bridge_dir)) return false;
1353 /* If another parallel bridge exists nearby, this one would be redundant and shouldn't be built. We don't care about flat bridges. */
1354 TileIndex search = tile;
1355 DiagDirection direction_to_match = bridge_dir;
1356 if (slope != SLOPE_FLAT && CircularTileSearch(&search, bridge_length, 0, 0, RedundantBridgeExistsNearby, &direction_to_match)) return false;
1358 for (uint8_t times = 0; times <= 22; times++) {
1359 uint8_t bridge_type = RandomRange(MAX_BRIDGES - 1);
1361 /* Can we actually build the bridge? */
1362 RoadType rt = GetTownRoadType();
1363 if (Command<CMD_BUILD_BRIDGE>::Do(CommandFlagsToDCFlags(GetCommandFlags<CMD_BUILD_BRIDGE>()), tile, bridge_tile, TRANSPORT_ROAD, bridge_type, rt).Succeeded()) {
1364 Command<CMD_BUILD_BRIDGE>::Do(DC_EXEC | CommandFlagsToDCFlags(GetCommandFlags<CMD_BUILD_BRIDGE>()), tile, bridge_tile, TRANSPORT_ROAD, bridge_type, rt);
1365 _grow_town_result = GROWTH_SUCCEED;
1366 return true;
1369 /* Quit if it selecting an appropriate bridge type fails a large number of times. */
1370 return false;
1374 * Grows the town with a tunnel.
1375 * First we check if a tunnel is reasonable.
1376 * If so we check if we are able to build it.
1378 * @param t The current town
1379 * @param tile The current tile
1380 * @param tunnel_dir The valid direction in which to grow a tunnel
1381 * @return true if a tunnel has been built, else false
1383 static bool GrowTownWithTunnel(const Town *t, const TileIndex tile, const DiagDirection tunnel_dir)
1385 assert(tunnel_dir < DIAGDIR_END);
1387 Slope slope = GetTileSlope(tile);
1389 /* Only consider building a tunnel if the starting tile is sloped properly. */
1390 if (slope != InclinedSlope(tunnel_dir)) return false;
1392 /* Assure that the tunnel is connectable to the start side */
1393 if (!(GetTownRoadBits(TileAddByDiagDir(tile, ReverseDiagDir(tunnel_dir))) & DiagDirToRoadBits(tunnel_dir))) return false;
1395 const int delta = TileOffsByDiagDir(tunnel_dir);
1396 int max_tunnel_length = 0;
1398 /* There are two conditions for building tunnels: Under a mountain and under an obstruction. */
1399 if (CanRoadContinueIntoNextTile(t, tile, tunnel_dir)) {
1400 /* Only tunnel under a mountain if the slope is continuous for at least 4 tiles. We want tunneling to be a last resort for large hills. */
1401 TileIndex slope_tile = tile;
1402 for (uint8_t tiles = 0; tiles < 4; tiles++) {
1403 if (!IsValidTile(slope_tile)) return false;
1404 slope = GetTileSlope(slope_tile);
1405 if (slope != InclinedSlope(tunnel_dir) && !IsSteepSlope(slope) && !IsSlopeWithOneCornerRaised(slope)) return false;
1406 slope_tile += delta;
1409 /* More population means longer tunnels, but make sure we can at least cover the smallest mountain which neccesitates tunneling. */
1410 max_tunnel_length = (t->cache.population / 1000) + 7;
1411 } else {
1412 /* When tunneling under an obstruction, the length limit is 5, enough to tunnel under a four-track railway. */
1413 max_tunnel_length = 5;
1416 uint8_t tunnel_length = 0;
1417 TileIndex tunnel_tile = tile; // Iteratator to store the other end tile of the tunnel.
1419 /* Find the end tile of the tunnel for length and continuation checks. */
1420 do {
1421 if (tunnel_length++ >= max_tunnel_length) return false;
1422 tunnel_tile += delta;
1423 /* The tunnel ends when start and end tiles are the same height. */
1424 } while (IsValidTile(tunnel_tile) && GetTileZ(tile) != GetTileZ(tunnel_tile));
1426 /* Don't allow a tunnel where the start and end tiles are adjacent. */
1427 if (tunnel_length == 1) return false;
1429 /* Make sure the road can be continued past the tunnel. At this point, tunnel_tile holds the end tile of the tunnel. */
1430 if (!CanRoadContinueIntoNextTile(t, tunnel_tile, tunnel_dir)) return false;
1432 /* Attempt to build the tunnel. Return false if it fails to let the town build a road instead. */
1433 RoadType rt = GetTownRoadType();
1434 if (Command<CMD_BUILD_TUNNEL>::Do(CommandFlagsToDCFlags(GetCommandFlags<CMD_BUILD_TUNNEL>()), tile, TRANSPORT_ROAD, rt).Succeeded()) {
1435 Command<CMD_BUILD_TUNNEL>::Do(DC_EXEC | CommandFlagsToDCFlags(GetCommandFlags<CMD_BUILD_TUNNEL>()), tile, TRANSPORT_ROAD, rt);
1436 _grow_town_result = GROWTH_SUCCEED;
1437 return true;
1440 return false;
1444 * Checks whether at least one surrounding road allows to build a house here.
1446 * @param t The tile where the house will be built.
1447 * @return true if at least one surrounding roadtype allows building houses here.
1449 static inline bool RoadTypesAllowHouseHere(TileIndex t)
1451 static const TileIndexDiffC tiles[] = { {-1, -1}, {-1, 0}, {-1, 1}, {0, -1}, {0, 1}, {1, -1}, {1, 0}, {1, 1} };
1452 bool allow = false;
1454 for (const auto &ptr : tiles) {
1455 TileIndex cur_tile = t + ToTileIndexDiff(ptr);
1456 if (!IsValidTile(cur_tile)) continue;
1458 if (!(IsTileType(cur_tile, MP_ROAD) || IsAnyRoadStopTile(cur_tile))) continue;
1459 allow = true;
1461 RoadType road_rt = GetRoadTypeRoad(cur_tile);
1462 RoadType tram_rt = GetRoadTypeTram(cur_tile);
1463 if (road_rt != INVALID_ROADTYPE && !HasBit(GetRoadTypeInfo(road_rt)->flags, ROTF_NO_HOUSES)) return true;
1464 if (tram_rt != INVALID_ROADTYPE && !HasBit(GetRoadTypeInfo(tram_rt)->flags, ROTF_NO_HOUSES)) return true;
1467 /* If no road was found surrounding the tile we can allow building the house since there is
1468 * nothing which forbids it, if a road was found but the execution reached this point, then
1469 * all the found roads don't allow houses to be built */
1470 return !allow;
1473 /** Test if town can grow road onto a specific tile.
1474 * @param tile Tile to build upon.
1475 * @return true iff the tile's road type don't prevent extending the road.
1477 static bool TownCanGrowRoad(TileIndex tile)
1479 if (!IsTileType(tile, MP_ROAD)) return true;
1481 /* Allow extending on roadtypes which can be built by town, or if the road type matches the type the town will build. */
1482 RoadType rt = GetRoadTypeRoad(tile);
1483 return HasBit(GetRoadTypeInfo(rt)->flags, ROTF_TOWN_BUILD) || GetTownRoadType() == rt;
1487 * Check if the town is allowed to build roads.
1488 * @return true If the town is allowed to build roads.
1490 static inline bool TownAllowedToBuildRoads()
1492 return _settings_game.economy.allow_town_roads || _generating_world || _game_mode == GM_EDITOR;
1496 * Grows the given town.
1497 * There are at the moment 3 possible way's for
1498 * the town expansion:
1499 * @li Generate a random tile and check if there is a road allowed
1500 * @li TL_ORIGINAL
1501 * @li TL_BETTER_ROADS
1502 * @li Check if the town geometry allows a road and which one
1503 * @li TL_2X2_GRID
1504 * @li TL_3X3_GRID
1505 * @li Forbid roads, only build houses
1507 * @param tile_ptr The current tile
1508 * @param cur_rb The current tiles RoadBits
1509 * @param target_dir The target road dir
1510 * @param t1 The current town
1512 static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection target_dir, Town *t1)
1514 RoadBits rcmd = ROAD_NONE; // RoadBits for the road construction command
1515 TileIndex tile = *tile_ptr; // The main tile on which we base our growth
1517 assert(tile < Map::Size());
1519 if (cur_rb == ROAD_NONE) {
1520 /* Tile has no road. First reset the status counter
1521 * to say that this is the last iteration. */
1522 _grow_town_result = GROWTH_SEARCH_STOPPED;
1524 if (!TownAllowedToBuildRoads()) return;
1525 if (!_settings_game.economy.allow_town_level_crossings && IsTileType(tile, MP_RAILWAY)) return;
1527 /* Remove hills etc */
1528 if (!_settings_game.construction.build_on_slopes || Chance16(1, 6)) LevelTownLand(tile);
1530 /* Is a road allowed here? */
1531 switch (t1->layout) {
1532 default: NOT_REACHED();
1534 case TL_3X3_GRID:
1535 case TL_2X2_GRID:
1536 rcmd = GetTownRoadGridElement(t1, tile, target_dir);
1537 if (rcmd == ROAD_NONE) return;
1538 break;
1540 case TL_BETTER_ROADS:
1541 case TL_ORIGINAL:
1542 if (!IsRoadAllowedHere(t1, tile, target_dir)) return;
1544 DiagDirection source_dir = ReverseDiagDir(target_dir);
1546 if (Chance16(1, 4)) {
1547 /* Randomize a new target dir */
1548 do target_dir = RandomDiagDir(); while (target_dir == source_dir);
1551 if (!IsRoadAllowedHere(t1, TileAddByDiagDir(tile, target_dir), target_dir)) {
1552 /* A road is not allowed to continue the randomized road,
1553 * return if the road we're trying to build is curved. */
1554 if (target_dir != ReverseDiagDir(source_dir)) return;
1556 /* Return if neither side of the new road is a house */
1557 if (!IsTileType(TileAddByDiagDir(tile, ChangeDiagDir(target_dir, DIAGDIRDIFF_90RIGHT)), MP_HOUSE) &&
1558 !IsTileType(TileAddByDiagDir(tile, ChangeDiagDir(target_dir, DIAGDIRDIFF_90LEFT)), MP_HOUSE)) {
1559 return;
1562 /* That means that the road is only allowed if there is a house
1563 * at any side of the new road. */
1566 rcmd = DiagDirToRoadBits(target_dir) | DiagDirToRoadBits(source_dir);
1567 break;
1570 } else if (target_dir < DIAGDIR_END && !(cur_rb & DiagDirToRoadBits(ReverseDiagDir(target_dir)))) {
1571 if (!TownCanGrowRoad(tile)) return;
1573 /* Continue building on a partial road.
1574 * Should be always OK, so we only generate
1575 * the fitting RoadBits */
1576 _grow_town_result = GROWTH_SEARCH_STOPPED;
1578 if (!TownAllowedToBuildRoads()) return;
1580 switch (t1->layout) {
1581 default: NOT_REACHED();
1583 case TL_3X3_GRID:
1584 case TL_2X2_GRID:
1585 rcmd = GetTownRoadGridElement(t1, tile, target_dir);
1586 break;
1588 case TL_BETTER_ROADS:
1589 case TL_ORIGINAL:
1590 rcmd = DiagDirToRoadBits(ReverseDiagDir(target_dir));
1591 break;
1593 } else {
1594 bool allow_house = true; // Value which decides if we want to construct a house
1596 /* Reached a tunnel/bridge? Then continue at the other side of it, unless
1597 * it is the starting tile. Half the time, we stay on this side then.*/
1598 if (IsTileType(tile, MP_TUNNELBRIDGE)) {
1599 if (GetTunnelBridgeTransportType(tile) == TRANSPORT_ROAD && (target_dir != DIAGDIR_END || Chance16(1, 2))) {
1600 *tile_ptr = GetOtherTunnelBridgeEnd(tile);
1602 return;
1605 /* Possibly extend the road in a direction.
1606 * Randomize a direction and if it has a road, bail out. */
1607 target_dir = RandomDiagDir();
1608 RoadBits target_rb = DiagDirToRoadBits(target_dir);
1609 TileIndex house_tile; // position of a possible house
1611 if (cur_rb & target_rb) {
1612 /* If it's a road turn possibly build a house in a corner.
1613 * Use intersection with straight road as an indicator
1614 * that we randomed corner house position.
1615 * A turn (and we check for that later) always has only
1616 * one common bit with a straight road so it has the same
1617 * chance to be chosen as the house on the side of a road.
1619 if ((cur_rb & ROAD_X) != target_rb) return;
1621 /* Check whether it is a turn and if so determine
1622 * position of the corner tile */
1623 switch (cur_rb) {
1624 case ROAD_N:
1625 house_tile = TileAddByDir(tile, DIR_S);
1626 break;
1627 case ROAD_S:
1628 house_tile = TileAddByDir(tile, DIR_N);
1629 break;
1630 case ROAD_E:
1631 house_tile = TileAddByDir(tile, DIR_W);
1632 break;
1633 case ROAD_W:
1634 house_tile = TileAddByDir(tile, DIR_E);
1635 break;
1636 default:
1637 return; // not a turn
1639 target_dir = DIAGDIR_END;
1640 } else {
1641 house_tile = TileAddByDiagDir(tile, target_dir);
1644 /* Don't walk into water. */
1645 if (HasTileWaterGround(house_tile)) return;
1647 if (!IsValidTile(house_tile)) return;
1649 if (target_dir != DIAGDIR_END && TownAllowedToBuildRoads()) {
1650 switch (t1->layout) {
1651 default: NOT_REACHED();
1653 case TL_3X3_GRID: // Use 2x2 grid afterwards!
1654 GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir));
1655 [[fallthrough]];
1657 case TL_2X2_GRID:
1658 rcmd = GetTownRoadGridElement(t1, tile, target_dir);
1659 allow_house = (rcmd & target_rb) == ROAD_NONE;
1660 break;
1662 case TL_BETTER_ROADS: // Use original afterwards!
1663 GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir));
1664 [[fallthrough]];
1666 case TL_ORIGINAL:
1667 /* Allow a house at the edge. 60% chance or
1668 * always ok if no road allowed. */
1669 rcmd = target_rb;
1670 allow_house = (!IsRoadAllowedHere(t1, house_tile, target_dir) || Chance16(6, 10));
1671 break;
1675 allow_house &= RoadTypesAllowHouseHere(house_tile);
1677 if (allow_house) {
1678 /* Build a house, but not if there already is a house there. */
1679 if (!IsTileType(house_tile, MP_HOUSE)) {
1680 /* Level the land if possible */
1681 if (Chance16(1, 6)) LevelTownLand(house_tile);
1683 /* And build a house.
1684 * Set result to -1 if we managed to build it. */
1685 if (TryBuildTownHouse(t1, house_tile)) {
1686 _grow_town_result = GROWTH_SUCCEED;
1689 return;
1692 if (!TownCanGrowRoad(tile)) return;
1694 _grow_town_result = GROWTH_SEARCH_STOPPED;
1697 /* Return if a water tile */
1698 if (HasTileWaterGround(tile)) return;
1700 /* Make the roads look nicer */
1701 rcmd = CleanUpRoadBits(tile, rcmd);
1702 if (rcmd == ROAD_NONE) return;
1704 /* Only use the target direction for bridges and tunnels to ensure they're connected.
1705 * The target_dir is as computed previously according to town layout, so
1706 * it will match it perfectly. */
1707 if (GrowTownWithBridge(t1, tile, target_dir)) return;
1708 if (GrowTownWithTunnel(t1, tile, target_dir)) return;
1710 GrowTownWithRoad(t1, tile, rcmd);
1714 * Checks whether a road can be followed or is a dead end, that can not be extended to the next tile.
1715 * This only checks trivial but often cases.
1716 * @param tile Start tile for road.
1717 * @param dir Direction for road to follow or build.
1718 * @return true If road is or can be connected in the specified direction.
1720 static bool CanFollowRoad(TileIndex tile, DiagDirection dir)
1722 TileIndex target_tile = tile + TileOffsByDiagDir(dir);
1723 if (!IsValidTile(target_tile)) return false;
1724 if (HasTileWaterGround(target_tile)) return false;
1726 RoadBits target_rb = GetTownRoadBits(target_tile);
1727 if (TownAllowedToBuildRoads()) {
1728 /* Check whether a road connection exists or can be build. */
1729 switch (GetTileType(target_tile)) {
1730 case MP_ROAD:
1731 return target_rb != ROAD_NONE;
1733 case MP_STATION:
1734 return IsDriveThroughStopTile(target_tile);
1736 case MP_TUNNELBRIDGE:
1737 return GetTunnelBridgeTransportType(target_tile) == TRANSPORT_ROAD;
1739 case MP_HOUSE:
1740 case MP_INDUSTRY:
1741 case MP_OBJECT:
1742 return false;
1744 default:
1745 /* Checked for void and water earlier */
1746 return true;
1748 } else {
1749 /* Check whether a road connection already exists,
1750 * and it leads somewhere else. */
1751 RoadBits back_rb = DiagDirToRoadBits(ReverseDiagDir(dir));
1752 return (target_rb & back_rb) != 0 && (target_rb & ~back_rb) != 0;
1757 * Try to grow a town at a given road tile.
1758 * @param t The town to grow.
1759 * @param tile The road tile to try growing from.
1760 * @return true if we successfully expanded the town.
1762 static bool GrowTownAtRoad(Town *t, TileIndex tile)
1764 /* Special case.
1765 * @see GrowTownInTile Check the else if
1767 DiagDirection target_dir = DIAGDIR_END; // The direction in which we want to extend the town
1769 assert(tile < Map::Size());
1771 /* Number of times to search.
1772 * Better roads, 2X2 and 3X3 grid grow quite fast so we give
1773 * them a little handicap. */
1774 switch (t->layout) {
1775 case TL_BETTER_ROADS:
1776 _grow_town_result = 10 + t->cache.num_houses * 2 / 9;
1777 break;
1779 case TL_3X3_GRID:
1780 case TL_2X2_GRID:
1781 _grow_town_result = 10 + t->cache.num_houses * 1 / 9;
1782 break;
1784 default:
1785 _grow_town_result = 10 + t->cache.num_houses * 4 / 9;
1786 break;
1789 do {
1790 RoadBits cur_rb = GetTownRoadBits(tile); // The RoadBits of the current tile
1792 /* Try to grow the town from this point */
1793 GrowTownInTile(&tile, cur_rb, target_dir, t);
1794 if (_grow_town_result == GROWTH_SUCCEED) return true;
1796 /* Exclude the source position from the bitmask
1797 * and return if no more road blocks available */
1798 if (IsValidDiagDirection(target_dir)) cur_rb &= ~DiagDirToRoadBits(ReverseDiagDir(target_dir));
1799 if (cur_rb == ROAD_NONE) return false;
1801 if (IsTileType(tile, MP_TUNNELBRIDGE)) {
1802 /* Only build in the direction away from the tunnel or bridge. */
1803 target_dir = ReverseDiagDir(GetTunnelBridgeDirection(tile));
1804 } else {
1805 /* Select a random bit from the blockmask, walk a step
1806 * and continue the search from there. */
1807 do {
1808 if (cur_rb == ROAD_NONE) return false;
1809 RoadBits target_bits;
1810 do {
1811 target_dir = RandomDiagDir();
1812 target_bits = DiagDirToRoadBits(target_dir);
1813 } while (!(cur_rb & target_bits));
1814 cur_rb &= ~target_bits;
1815 } while (!CanFollowRoad(tile, target_dir));
1817 tile = TileAddByDiagDir(tile, target_dir);
1819 if (IsTileType(tile, MP_ROAD) && !IsRoadDepot(tile) && HasTileRoadType(tile, RTT_ROAD)) {
1820 /* Don't allow building over roads of other cities */
1821 if (IsRoadOwner(tile, RTT_ROAD, OWNER_TOWN) && Town::GetByTile(tile) != t) {
1822 return false;
1823 } else if (IsRoadOwner(tile, RTT_ROAD, OWNER_NONE) && _game_mode == GM_EDITOR) {
1824 /* If we are in the SE, and this road-piece has no town owner yet, it just found an
1825 * owner :) (happy happy happy road now) */
1826 SetRoadOwner(tile, RTT_ROAD, OWNER_TOWN);
1827 SetTownIndex(tile, t->index);
1831 /* Max number of times is checked. */
1832 } while (--_grow_town_result >= 0);
1834 return false;
1838 * Generate a random road block.
1839 * The probability of a straight road
1840 * is somewhat higher than a curved.
1842 * @return A RoadBits value with 2 bits set
1844 static RoadBits GenRandomRoadBits()
1846 uint32_t r = Random();
1847 uint a = GB(r, 0, 2);
1848 uint b = GB(r, 8, 2);
1849 if (a == b) b ^= 2;
1850 return (RoadBits)((ROAD_NW << a) + (ROAD_NW << b));
1854 * Grow the town.
1855 * @param t The town to grow
1856 * @return true if we successfully grew the town with a road or house.
1858 static bool GrowTown(Town *t)
1860 static const TileIndexDiffC _town_coord_mod[] = {
1861 {-1, 0},
1862 { 1, 1},
1863 { 1, -1},
1864 {-1, -1},
1865 {-1, 0},
1866 { 0, 2},
1867 { 2, 0},
1868 { 0, -2},
1869 {-1, -1},
1870 {-2, 2},
1871 { 2, 2},
1872 { 2, -2},
1873 { 0, 0}
1876 /* Current "company" is a town */
1877 Backup<CompanyID> cur_company(_current_company, OWNER_TOWN);
1879 TileIndex tile = t->xy; // The tile we are working with ATM
1881 /* Find a road that we can base the construction on. */
1882 for (const auto &ptr : _town_coord_mod) {
1883 if (GetTownRoadBits(tile) != ROAD_NONE) {
1884 bool success = GrowTownAtRoad(t, tile);
1885 cur_company.Restore();
1886 return success;
1888 tile = TileAdd(tile, ToTileIndexDiff(ptr));
1891 /* No road available, try to build a random road block by
1892 * clearing some land and then building a road there. */
1893 if (TownAllowedToBuildRoads()) {
1894 tile = t->xy;
1895 for (const auto &ptr : _town_coord_mod) {
1896 /* Only work with plain land that not already has a house */
1897 if (!IsTileType(tile, MP_HOUSE) && IsTileFlat(tile)) {
1898 if (Command<CMD_LANDSCAPE_CLEAR>::Do(DC_AUTO | DC_NO_WATER, tile).Succeeded()) {
1899 RoadType rt = GetTownRoadType();
1900 Command<CMD_BUILD_ROAD>::Do(DC_EXEC | DC_AUTO, tile, GenRandomRoadBits(), rt, DRD_NONE, t->index);
1901 cur_company.Restore();
1902 return true;
1905 tile = TileAdd(tile, ToTileIndexDiff(ptr));
1909 cur_company.Restore();
1910 return false;
1914 * Update the cached town zone radii of a town, based on the number of houses.
1915 * @param t The town to update.
1917 void UpdateTownRadius(Town *t)
1919 static const std::array<std::array<uint32_t, HZB_END>, 23> _town_squared_town_zone_radius_data = {{
1920 { 4, 0, 0, 0, 0}, // 0
1921 { 16, 0, 0, 0, 0},
1922 { 25, 0, 0, 0, 0},
1923 { 36, 0, 0, 0, 0},
1924 { 49, 0, 4, 0, 0},
1925 { 64, 0, 4, 0, 0}, // 20
1926 { 64, 0, 9, 0, 1},
1927 { 64, 0, 9, 0, 4},
1928 { 64, 0, 16, 0, 4},
1929 { 81, 0, 16, 0, 4},
1930 { 81, 0, 16, 0, 4}, // 40
1931 { 81, 0, 25, 0, 9},
1932 { 81, 36, 25, 0, 9},
1933 { 81, 36, 25, 16, 9},
1934 { 81, 49, 0, 25, 9},
1935 { 81, 64, 0, 25, 9}, // 60
1936 { 81, 64, 0, 36, 9},
1937 { 81, 64, 0, 36, 16},
1938 {100, 81, 0, 49, 16},
1939 {100, 81, 0, 49, 25},
1940 {121, 81, 0, 49, 25}, // 80
1941 {121, 81, 0, 49, 25},
1942 {121, 81, 0, 49, 36}, // 88
1945 if (t->cache.num_houses < std::size(_town_squared_town_zone_radius_data) * 4) {
1946 t->cache.squared_town_zone_radius = _town_squared_town_zone_radius_data[t->cache.num_houses / 4];
1947 } else {
1948 int mass = t->cache.num_houses / 8;
1949 /* Actually we are proportional to sqrt() but that's right because we are covering an area.
1950 * The offsets are to make sure the radii do not decrease in size when going from the table
1951 * to the calculated value.*/
1952 t->cache.squared_town_zone_radius[HZB_TOWN_EDGE] = mass * 15 - 40;
1953 t->cache.squared_town_zone_radius[HZB_TOWN_OUTSKIRT] = mass * 9 - 15;
1954 t->cache.squared_town_zone_radius[HZB_TOWN_OUTER_SUBURB] = 0;
1955 t->cache.squared_town_zone_radius[HZB_TOWN_INNER_SUBURB] = mass * 5 - 5;
1956 t->cache.squared_town_zone_radius[HZB_TOWN_CENTRE] = mass * 3 + 5;
1961 * Update the maximum amount of montly passengers and mail for a town, based on its population.
1962 * @param t The town to update.
1964 void UpdateTownMaxPass(Town *t)
1966 for (const CargoSpec *cs : CargoSpec::town_production_cargoes[TPE_PASSENGERS]) {
1967 t->supplied[cs->Index()].old_max = ScaleByCargoScale(t->cache.population >> 3, true);
1969 for (const CargoSpec *cs : CargoSpec::town_production_cargoes[TPE_MAIL]) {
1970 t->supplied[cs->Index()].old_max = ScaleByCargoScale(t->cache.population >> 4, true);
1974 static void UpdateTownGrowthRate(Town *t);
1975 static void UpdateTownGrowth(Town *t);
1978 * Actually create a town.
1980 * @param t The town.
1981 * @param tile Where to put it.
1982 * @param townnameparts The town name.
1983 * @param size The preset size of the town.
1984 * @param city Should we create a city?
1985 * @param layout The road layout of the town.
1986 * @param manual Was the town placed manually?
1988 static void DoCreateTown(Town *t, TileIndex tile, uint32_t townnameparts, TownSize size, bool city, TownLayout layout, bool manual)
1990 AutoRestoreBackup backup(_generating_town, true);
1992 t->xy = tile;
1993 t->cache.num_houses = 0;
1994 t->time_until_rebuild = 10;
1995 UpdateTownRadius(t);
1996 t->flags = 0;
1997 t->cache.population = 0;
1998 InitializeBuildingCounts(t);
1999 /* Spread growth across ticks so even if there are many
2000 * similar towns they're unlikely to grow all in one tick */
2001 t->grow_counter = t->index % Ticks::TOWN_GROWTH_TICKS;
2002 t->growth_rate = TownTicksToGameTicks(250);
2003 t->show_zone = false;
2005 _town_kdtree.Insert(t->index);
2007 /* Set the default cargo requirement for town growth */
2008 switch (_settings_game.game_creation.landscape) {
2009 case LT_ARCTIC:
2010 if (FindFirstCargoWithTownAcceptanceEffect(TAE_FOOD) != nullptr) t->goal[TAE_FOOD] = TOWN_GROWTH_WINTER;
2011 break;
2013 case LT_TROPIC:
2014 if (FindFirstCargoWithTownAcceptanceEffect(TAE_FOOD) != nullptr) t->goal[TAE_FOOD] = TOWN_GROWTH_DESERT;
2015 if (FindFirstCargoWithTownAcceptanceEffect(TAE_WATER) != nullptr) t->goal[TAE_WATER] = TOWN_GROWTH_DESERT;
2016 break;
2019 t->fund_buildings_months = 0;
2021 for (uint i = 0; i != MAX_COMPANIES; i++) t->ratings[i] = RATING_INITIAL;
2023 t->have_ratings = 0;
2024 t->exclusivity = INVALID_COMPANY;
2025 t->exclusive_counter = 0;
2026 t->statues = 0;
2029 TownNameParams tnp(_settings_game.game_creation.town_name);
2030 t->townnamegrfid = tnp.grfid;
2031 t->townnametype = tnp.type;
2033 t->townnameparts = townnameparts;
2035 t->InitializeLayout(layout);
2037 t->larger_town = city;
2039 int x = (int)size * 16 + 3;
2040 if (size == TSZ_RANDOM) x = (Random() & 0xF) + 8;
2041 /* Don't create huge cities when founding town in-game */
2042 if (city && (!manual || _game_mode == GM_EDITOR)) x *= _settings_game.economy.initial_city_size;
2044 t->cache.num_houses += x;
2045 UpdateTownRadius(t);
2047 int i = x * 4;
2048 do {
2049 GrowTown(t);
2050 } while (--i);
2052 t->UpdateVirtCoord();
2053 InvalidateWindowData(WC_TOWN_DIRECTORY, 0, TDIWD_FORCE_REBUILD);
2055 t->cache.num_houses -= x;
2056 UpdateTownRadius(t);
2057 UpdateTownGrowthRate(t);
2058 UpdateTownMaxPass(t);
2059 UpdateAirportsNoise();
2063 * Check if it's possible to place a town on a given tile.
2064 * @param tile The tile to check.
2065 * @return A zero cost if allowed, otherwise an error.
2067 static CommandCost TownCanBePlacedHere(TileIndex tile)
2069 /* Check if too close to the edge of map */
2070 if (DistanceFromEdge(tile) < 12) {
2071 return_cmd_error(STR_ERROR_TOO_CLOSE_TO_EDGE_OF_MAP_SUB);
2074 /* Check distance to all other towns. */
2075 if (IsCloseToTown(tile, 20)) {
2076 return_cmd_error(STR_ERROR_TOO_CLOSE_TO_ANOTHER_TOWN);
2079 /* Can only build on clear flat areas, possibly with trees. */
2080 if ((!IsTileType(tile, MP_CLEAR) && !IsTileType(tile, MP_TREES)) || !IsTileFlat(tile)) {
2081 return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
2084 return CommandCost(EXPENSES_OTHER);
2088 * Verifies this custom name is unique. Only custom names are checked.
2089 * @param name The name to check.
2090 * @return true if the name is unique
2092 static bool IsUniqueTownName(const std::string &name)
2094 for (const Town *t : Town::Iterate()) {
2095 if (!t->name.empty() && t->name == name) return false;
2098 return true;
2102 * Create a new town.
2103 * @param flags The type of operation.
2104 * @param tile The coordinates where town is built.
2105 * @param size The size of the town (@see TownSize).
2106 * @param city Should we build a city?
2107 * @param layout The town road layout (@see TownLayout).
2108 * @param random_location Should we use a random location? (randomize \c tile )
2109 * @param townnameparts Town name parts.
2110 * @param text Custom name for the town. If empty, the town name parts will be used.
2111 * @return The cost of this operation or an error.
2113 std::tuple<CommandCost, Money, TownID> CmdFoundTown(DoCommandFlag flags, TileIndex tile, TownSize size, bool city, TownLayout layout, bool random_location, uint32_t townnameparts, const std::string &text)
2115 TownNameParams par(_settings_game.game_creation.town_name);
2117 if (size >= TSZ_END) return { CMD_ERROR, 0, INVALID_TOWN };
2118 if (layout >= NUM_TLS) return { CMD_ERROR, 0, INVALID_TOWN };
2120 /* Some things are allowed only in the scenario editor and for game scripts. */
2121 if (_game_mode != GM_EDITOR && _current_company != OWNER_DEITY) {
2122 if (_settings_game.economy.found_town == TF_FORBIDDEN) return { CMD_ERROR, 0, INVALID_TOWN };
2123 if (size == TSZ_LARGE) return { CMD_ERROR, 0, INVALID_TOWN };
2124 if (random_location) return { CMD_ERROR, 0, INVALID_TOWN };
2125 if (_settings_game.economy.found_town != TF_CUSTOM_LAYOUT && layout != _settings_game.economy.town_layout) {
2126 return { CMD_ERROR, 0, INVALID_TOWN };
2128 } else if (_current_company == OWNER_DEITY && random_location) {
2129 /* Random parameter is not allowed for Game Scripts. */
2130 return { CMD_ERROR, 0, INVALID_TOWN };
2133 if (text.empty()) {
2134 /* If supplied name is empty, townnameparts has to generate unique automatic name */
2135 if (!VerifyTownName(townnameparts, &par)) return { CommandCost(STR_ERROR_NAME_MUST_BE_UNIQUE), 0, INVALID_TOWN };
2136 } else {
2137 /* If name is not empty, it has to be unique custom name */
2138 if (Utf8StringLength(text) >= MAX_LENGTH_TOWN_NAME_CHARS) return { CMD_ERROR, 0, INVALID_TOWN };
2139 if (!IsUniqueTownName(text)) return { CommandCost(STR_ERROR_NAME_MUST_BE_UNIQUE), 0, INVALID_TOWN };
2142 /* Allocate town struct */
2143 if (!Town::CanAllocateItem()) return { CommandCost(STR_ERROR_TOO_MANY_TOWNS), 0, INVALID_TOWN };
2145 if (!random_location) {
2146 CommandCost ret = TownCanBePlacedHere(tile);
2147 if (ret.Failed()) return { ret, 0, INVALID_TOWN };
2150 static const uint8_t price_mult[][TSZ_RANDOM + 1] = {{ 15, 25, 40, 25 }, { 20, 35, 55, 35 }};
2151 /* multidimensional arrays have to have defined length of non-first dimension */
2152 static_assert(lengthof(price_mult[0]) == 4);
2154 CommandCost cost(EXPENSES_OTHER, _price[PR_BUILD_TOWN]);
2155 uint8_t mult = price_mult[city][size];
2157 cost.MultiplyCost(mult);
2159 /* Create the town */
2160 TownID new_town = INVALID_TOWN;
2161 if (flags & DC_EXEC) {
2162 if (cost.GetCost() > GetAvailableMoneyForCommand()) {
2163 return { CommandCost(EXPENSES_OTHER), cost.GetCost(), INVALID_TOWN };
2166 Backup<bool> old_generating_world(_generating_world, true);
2167 UpdateNearestTownForRoadTiles(true);
2168 Town *t;
2169 if (random_location) {
2170 t = CreateRandomTown(20, townnameparts, size, city, layout);
2171 if (t == nullptr) return { CommandCost(STR_ERROR_NO_SPACE_FOR_TOWN), 0, INVALID_TOWN };
2172 } else {
2173 t = new Town(tile);
2174 DoCreateTown(t, tile, townnameparts, size, city, layout, true);
2177 new_town = t->index;
2178 UpdateNearestTownForRoadTiles(false);
2179 old_generating_world.Restore();
2181 if (t != nullptr && !text.empty()) {
2182 t->name = text;
2183 t->UpdateVirtCoord();
2186 if (_game_mode != GM_EDITOR) {
2187 /* 't' can't be nullptr since 'random' is false outside scenedit */
2188 assert(!random_location);
2190 if (_current_company == OWNER_DEITY) {
2191 SetDParam(0, t->index);
2192 AddTileNewsItem(STR_NEWS_NEW_TOWN_UNSPONSORED, NT_INDUSTRY_OPEN, tile);
2193 } else {
2194 SetDParam(0, _current_company);
2195 NewsStringData *company_name = new NewsStringData(GetString(STR_COMPANY_NAME));
2197 SetDParamStr(0, company_name->string);
2198 SetDParam(1, t->index);
2200 AddTileNewsItem(STR_NEWS_NEW_TOWN, NT_INDUSTRY_OPEN, tile, company_name);
2202 AI::BroadcastNewEvent(new ScriptEventTownFounded(t->index));
2203 Game::NewEvent(new ScriptEventTownFounded(t->index));
2206 return { cost, 0, new_town };
2210 * Towns must all be placed on the same grid or when they eventually
2211 * interpenetrate their road networks will not mesh nicely; this
2212 * function adjusts a tile so that it aligns properly.
2214 * @param tile The tile to start at.
2215 * @param layout The town layout in effect.
2216 * @return The adjusted tile.
2218 static TileIndex AlignTileToGrid(TileIndex tile, TownLayout layout)
2220 switch (layout) {
2221 case TL_2X2_GRID: return TileXY(TileX(tile) - TileX(tile) % 3, TileY(tile) - TileY(tile) % 3);
2222 case TL_3X3_GRID: return TileXY(TileX(tile) & ~3, TileY(tile) & ~3);
2223 default: return tile;
2228 * Towns must all be placed on the same grid or when they eventually
2229 * interpenetrate their road networks will not mesh nicely; this
2230 * function tells you if a tile is properly aligned.
2232 * @param tile The tile to start at.
2233 * @param layout The town layout in effect.
2234 * @return true if the tile is in the correct location.
2236 static bool IsTileAlignedToGrid(TileIndex tile, TownLayout layout)
2238 switch (layout) {
2239 case TL_2X2_GRID: return TileX(tile) % 3 == 0 && TileY(tile) % 3 == 0;
2240 case TL_3X3_GRID: return TileX(tile) % 4 == 0 && TileY(tile) % 4 == 0;
2241 default: return true;
2246 * Used as the user_data for FindFurthestFromWater
2248 struct SpotData {
2249 TileIndex tile; ///< holds the tile that was found
2250 uint max_dist; ///< holds the distance that tile is from the water
2251 TownLayout layout; ///< tells us what kind of town we're building
2255 * CircularTileSearch callback; finds the tile furthest from any
2256 * water. slightly bit tricky, since it has to do a search of its own
2257 * in order to find the distance to the water from each square in the
2258 * radius.
2260 * Also, this never returns true, because it needs to take into
2261 * account all locations being searched before it knows which is the
2262 * furthest.
2264 * @param tile Start looking from this tile
2265 * @param user_data Storage area for data that must last across calls;
2266 * must be a pointer to struct SpotData
2268 * @return always false
2270 static bool FindFurthestFromWater(TileIndex tile, void *user_data)
2272 SpotData *sp = (SpotData*)user_data;
2273 uint dist = GetClosestWaterDistance(tile, true);
2275 if (IsTileType(tile, MP_CLEAR) &&
2276 IsTileFlat(tile) &&
2277 IsTileAlignedToGrid(tile, sp->layout) &&
2278 dist > sp->max_dist) {
2279 sp->tile = tile;
2280 sp->max_dist = dist;
2283 return false;
2287 * CircularTileSearch callback to find the nearest land tile.
2288 * @param tile Start looking from this tile
2290 static bool FindNearestEmptyLand(TileIndex tile, void *)
2292 return IsTileType(tile, MP_CLEAR);
2296 * Given a spot on the map (presumed to be a water tile), find a good
2297 * coastal spot to build a city. We don't want to build too close to
2298 * the edge if we can help it (since that inhibits city growth) hence
2299 * the search within a search within a search. O(n*m^2), where n is
2300 * how far to search for land, and m is how far inland to look for a
2301 * flat spot.
2303 * @param tile Start looking from this spot.
2304 * @param layout the road layout to search for
2305 * @return tile that was found
2307 static TileIndex FindNearestGoodCoastalTownSpot(TileIndex tile, TownLayout layout)
2309 SpotData sp = { INVALID_TILE, 0, layout };
2311 TileIndex coast = tile;
2312 if (CircularTileSearch(&coast, 40, FindNearestEmptyLand, nullptr)) {
2313 CircularTileSearch(&coast, 10, FindFurthestFromWater, &sp);
2314 return sp.tile;
2317 /* if we get here just give up */
2318 return INVALID_TILE;
2322 * Create a random town somewhere in the world.
2323 * @param attempts How many times should we try?
2324 * @param townnameparts The name of the town.
2325 * @param size The size preset of the town.
2326 * @param city Should we build a city?
2327 * @param layout The road layout to build.
2328 * @return The town object, or nullptr if we failed to create a town anywhere.
2330 static Town *CreateRandomTown(uint attempts, uint32_t townnameparts, TownSize size, bool city, TownLayout layout)
2332 assert(_game_mode == GM_EDITOR || _generating_world); // These are the preconditions for CMD_DELETE_TOWN
2334 if (!Town::CanAllocateItem()) return nullptr;
2336 do {
2337 /* Generate a tile index not too close from the edge */
2338 TileIndex tile = AlignTileToGrid(RandomTile(), layout);
2340 /* if we tried to place the town on water, slide it over onto
2341 * the nearest likely-looking spot */
2342 if (IsTileType(tile, MP_WATER)) {
2343 tile = FindNearestGoodCoastalTownSpot(tile, layout);
2344 if (tile == INVALID_TILE) continue;
2347 /* Make sure town can be placed here */
2348 if (TownCanBePlacedHere(tile).Failed()) continue;
2350 /* Allocate a town struct */
2351 Town *t = new Town(tile);
2353 DoCreateTown(t, tile, townnameparts, size, city, layout, false);
2355 /* if the population is still 0 at the point, then the
2356 * placement is so bad it couldn't grow at all */
2357 if (t->cache.population > 0) return t;
2359 Backup<CompanyID> cur_company(_current_company, OWNER_TOWN);
2360 [[maybe_unused]] CommandCost rc = Command<CMD_DELETE_TOWN>::Do(DC_EXEC, t->index);
2361 cur_company.Restore();
2362 assert(rc.Succeeded());
2364 /* We already know that we can allocate a single town when
2365 * entering this function. However, we create and delete
2366 * a town which "resets" the allocation checks. As such we
2367 * need to check again when assertions are enabled. */
2368 assert(Town::CanAllocateItem());
2369 } while (--attempts != 0);
2371 return nullptr;
2374 static const uint8_t _num_initial_towns[4] = {5, 11, 23, 46}; // very low, low, normal, high
2377 * Generate a number of towns with a given layout.
2378 * This function is used by the Random Towns button in Scenario Editor as well as in world generation.
2379 * @param layout The road layout to build.
2380 * @return true if towns have been successfully created.
2382 bool GenerateTowns(TownLayout layout)
2384 uint current_number = 0;
2385 uint difficulty = (_game_mode != GM_EDITOR) ? _settings_game.difficulty.number_towns : 0;
2386 uint total = (difficulty == (uint)CUSTOM_TOWN_NUMBER_DIFFICULTY) ? _settings_game.game_creation.custom_town_number : Map::ScaleBySize(_num_initial_towns[difficulty] + (Random() & 7));
2387 total = std::min<uint>(TownPool::MAX_SIZE, total);
2388 uint32_t townnameparts;
2389 TownNames town_names;
2391 SetGeneratingWorldProgress(GWP_TOWN, total);
2393 /* Pre-populate the town names list with the names of any towns already on the map */
2394 for (const Town *town : Town::Iterate()) {
2395 town_names.insert(town->GetCachedName());
2398 /* First attempt will be made at creating the suggested number of towns.
2399 * Note that this is really a suggested value, not a required one.
2400 * We would not like the system to lock up just because the user wanted 100 cities on a 64*64 map, would we? */
2401 do {
2402 bool city = (_settings_game.economy.larger_towns != 0 && Chance16(1, _settings_game.economy.larger_towns));
2403 IncreaseGeneratingWorldProgress(GWP_TOWN);
2404 /* Get a unique name for the town. */
2405 if (!GenerateTownName(_random, &townnameparts, &town_names)) continue;
2406 /* try 20 times to create a random-sized town for the first loop. */
2407 if (CreateRandomTown(20, townnameparts, TSZ_RANDOM, city, layout) != nullptr) current_number++; // If creation was successful, raise a flag.
2408 } while (--total);
2410 town_names.clear();
2412 /* Build the town k-d tree again to make sure it's well balanced */
2413 RebuildTownKdtree();
2415 if (current_number != 0) return true;
2417 /* If current_number is still zero at this point, it means that not a single town has been created.
2418 * So give it a last try, but now more aggressive */
2419 if (GenerateTownName(_random, &townnameparts) &&
2420 CreateRandomTown(10000, townnameparts, TSZ_RANDOM, _settings_game.economy.larger_towns != 0, layout) != nullptr) {
2421 return true;
2424 /* If there are no towns at all and we are generating new game, bail out */
2425 if (Town::GetNumItems() == 0 && _game_mode != GM_EDITOR) {
2426 ShowErrorMessage(STR_ERROR_COULD_NOT_CREATE_TOWN, INVALID_STRING_ID, WL_CRITICAL);
2429 return false; // we are still without a town? we failed, simply
2434 * Returns the bit corresponding to the town zone of the specified tile.
2435 * @param t Town on which town zone is to be found.
2436 * @param tile TileIndex where town zone needs to be found.
2437 * @return the bit position of the given zone, as defined in HouseZones.
2439 HouseZonesBits GetTownRadiusGroup(const Town *t, TileIndex tile)
2441 uint dist = DistanceSquare(tile, t->xy);
2443 if (t->fund_buildings_months && dist <= 25) return HZB_TOWN_CENTRE;
2445 HouseZonesBits smallest = HZB_TOWN_EDGE;
2446 for (HouseZonesBits i = HZB_BEGIN; i < HZB_END; i++) {
2447 if (dist < t->cache.squared_town_zone_radius[i]) smallest = i;
2450 return smallest;
2454 * Clears tile and builds a house or house part.
2455 * @param tile The tile to build upon.
2456 * @param t The town which will own the house.
2457 * @param counter The construction stage counter for the house.
2458 * @param stage The current construction stage of the house.
2459 * @param type The type of house.
2460 * @param random_bits Random bits for newgrf houses to use.
2461 * @pre The house can be built here.
2463 static inline void ClearMakeHouseTile(TileIndex tile, Town *t, uint8_t counter, uint8_t stage, HouseID type, uint8_t random_bits)
2465 [[maybe_unused]] CommandCost cc = Command<CMD_LANDSCAPE_CLEAR>::Do(DC_EXEC | DC_AUTO | DC_NO_WATER, tile);
2466 assert(cc.Succeeded());
2468 IncreaseBuildingCount(t, type);
2469 MakeHouseTile(tile, t->index, counter, stage, type, random_bits);
2470 if (HouseSpec::Get(type)->building_flags & BUILDING_IS_ANIMATED) AddAnimatedTile(tile, false);
2472 MarkTileDirtyByTile(tile);
2477 * Write house information into the map. For multi-tile houses, all tiles are marked.
2478 * @param town The town related to this house
2479 * @param t The tile to build on. If a multi-tile house, this is the northern-most tile.
2480 * @param counter The counter of the construction stage.
2481 * @param stage The current construction stage.
2482 * @param The type of house.
2483 * @param random_bits Random bits for newgrf houses to use.
2484 * @pre The house can be built here.
2486 static void MakeTownHouse(TileIndex tile, Town *t, uint8_t counter, uint8_t stage, HouseID type, uint8_t random_bits)
2488 BuildingFlags size = HouseSpec::Get(type)->building_flags;
2490 ClearMakeHouseTile(tile, t, counter, stage, type, random_bits);
2491 if (size & BUILDING_2_TILES_Y) ClearMakeHouseTile(tile + TileDiffXY(0, 1), t, counter, stage, ++type, random_bits);
2492 if (size & BUILDING_2_TILES_X) ClearMakeHouseTile(tile + TileDiffXY(1, 0), t, counter, stage, ++type, random_bits);
2493 if (size & BUILDING_HAS_4_TILES) ClearMakeHouseTile(tile + TileDiffXY(1, 1), t, counter, stage, ++type, random_bits);
2495 ForAllStationsAroundTiles(TileArea(tile, (size & BUILDING_2_TILES_X) ? 2 : 1, (size & BUILDING_2_TILES_Y) ? 2 : 1), [t](Station *st, TileIndex) {
2496 t->stations_near.insert(st);
2497 return true;
2503 * Check if a house can be built here, based on slope, whether there's a bridge above, and if we can clear the land.
2504 * @param tile The tile to check.
2505 * @param noslope Are foundations prohibited for this house?
2506 * @return true iff house can be built here.
2508 static inline bool CanBuildHouseHere(TileIndex tile, bool noslope)
2510 /* cannot build on these slopes... */
2511 Slope slope = GetTileSlope(tile);
2512 if ((noslope && slope != SLOPE_FLAT) || IsSteepSlope(slope)) return false;
2514 /* at least one RoadTypes allow building the house here? */
2515 if (!RoadTypesAllowHouseHere(tile)) return false;
2517 /* building under a bridge? */
2518 if (IsBridgeAbove(tile)) return false;
2520 /* can we clear the land? */
2521 return Command<CMD_LANDSCAPE_CLEAR>::Do(DC_AUTO | DC_NO_WATER, tile).Succeeded();
2526 * Check if a tile where we want to build a multi-tile house has an appropriate max Z.
2527 * @param tile The tile to check.
2528 * @param z The max Z level to allow.
2529 * @param noslope Are foundations disallowed for this house?
2530 * @return true iff house can be built here.
2531 * @see CanBuildHouseHere()
2533 static inline bool CheckBuildHouseSameZ(TileIndex tile, int z, bool noslope)
2535 if (!CanBuildHouseHere(tile, noslope)) return false;
2537 /* if building on slopes is allowed, there will be flattening foundation (to tile max z) */
2538 if (GetTileMaxZ(tile) != z) return false;
2540 return true;
2545 * Checks if a house of size 2x2 can be built at this tile.
2546 * @param tile The tile of the house's northernmost tile.
2547 * @param z The maximum tile z, so all tiles are the same height.
2548 * @param noslope Are foundations disallowed for this house?
2549 * @return true iff house can be built here.
2550 * @see CheckBuildHouseSameZ()
2552 static bool CheckFree2x2Area(TileIndex tile, int z, bool noslope)
2554 /* we need to check this tile too because we can be at different tile now */
2555 if (!CheckBuildHouseSameZ(tile, z, noslope)) return false;
2557 for (DiagDirection d = DIAGDIR_SE; d < DIAGDIR_END; d++) {
2558 tile += TileOffsByDiagDir(d);
2559 if (!CheckBuildHouseSameZ(tile, z, noslope)) return false;
2562 return true;
2567 * Checks if the current town layout allows building here.
2568 * @param t The town.
2569 * @param tile The tile to check.
2570 * @return true iff town layout allows building here.
2571 * @note see layouts
2573 static inline bool TownLayoutAllowsHouseHere(Town *t, TileIndex tile)
2575 /* Allow towns everywhere when we don't build roads */
2576 if (!TownAllowedToBuildRoads()) return true;
2578 TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);
2580 switch (t->layout) {
2581 case TL_2X2_GRID:
2582 if ((grid_pos.x % 3) == 0 || (grid_pos.y % 3) == 0) return false;
2583 break;
2585 case TL_3X3_GRID:
2586 if ((grid_pos.x % 4) == 0 || (grid_pos.y % 4) == 0) return false;
2587 break;
2589 default:
2590 break;
2593 return true;
2598 * Checks if the current town layout allows a 2x2 building here.
2599 * @param t The town.
2600 * @param tile The tile to check.
2601 * @return true iff town layout allows a 2x2 building here.
2602 * @note see layouts
2604 static inline bool TownLayoutAllows2x2HouseHere(Town *t, TileIndex tile)
2606 /* Allow towns everywhere when we don't build roads */
2607 if (!TownAllowedToBuildRoads()) return true;
2609 /* Compute relative position of tile. (Positive offsets are towards north) */
2610 TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);
2612 switch (t->layout) {
2613 case TL_2X2_GRID:
2614 grid_pos.x %= 3;
2615 grid_pos.y %= 3;
2616 if ((grid_pos.x != 2 && grid_pos.x != -1) ||
2617 (grid_pos.y != 2 && grid_pos.y != -1)) return false;
2618 break;
2620 case TL_3X3_GRID:
2621 if ((grid_pos.x & 3) < 2 || (grid_pos.y & 3) < 2) return false;
2622 break;
2624 default:
2625 break;
2628 return true;
2633 * Checks if a 1x2 or 2x1 building is allowed here, accounting for road layout and tile heights.
2634 * Also, tests both building positions that occupy this tile.
2635 * @param tile The tile where the building should be built.
2636 * @param t The town.
2637 * @param maxz The maximum Z level, since all tiles must have the same height.
2638 * @param noslope Are foundations disallowed for this house?
2639 * @param second The diagdir from the first tile to the second tile.
2641 static bool CheckTownBuild2House(TileIndex *tile, Town *t, int maxz, bool noslope, DiagDirection second)
2643 /* 'tile' is already checked in BuildTownHouse() - CanBuildHouseHere() and slope test */
2645 TileIndex tile2 = *tile + TileOffsByDiagDir(second);
2646 if (TownLayoutAllowsHouseHere(t, tile2) && CheckBuildHouseSameZ(tile2, maxz, noslope)) return true;
2648 tile2 = *tile + TileOffsByDiagDir(ReverseDiagDir(second));
2649 if (TownLayoutAllowsHouseHere(t, tile2) && CheckBuildHouseSameZ(tile2, maxz, noslope)) {
2650 *tile = tile2;
2651 return true;
2654 return false;
2659 * Checks if a 1x2 or 2x1 building is allowed here, accounting for road layout and tile heights.
2660 * Also, tests all four building positions that occupy this tile.
2661 * @param tile The tile where the building should be built.
2662 * @param t The town.
2663 * @param maxz The maximum Z level, since all tiles must have the same height.
2664 * @param noslope Are foundations disallowed for this house?
2666 static bool CheckTownBuild2x2House(TileIndex *tile, Town *t, int maxz, bool noslope)
2668 TileIndex tile2 = *tile;
2670 for (DiagDirection d = DIAGDIR_SE;; d++) { // 'd' goes through DIAGDIR_SE, DIAGDIR_SW, DIAGDIR_NW, DIAGDIR_END
2671 if (TownLayoutAllows2x2HouseHere(t, tile2) && CheckFree2x2Area(tile2, maxz, noslope)) {
2672 *tile = tile2;
2673 return true;
2675 if (d == DIAGDIR_END) break;
2676 tile2 += TileOffsByDiagDir(ReverseDiagDir(d)); // go clockwise
2679 return false;
2683 * Build a house at this tile.
2684 * @param t The town the house will belong to.
2685 * @param tile The tile to try building on.
2686 * @param hs The @a HouseSpec of the house.
2687 * @param house The @a HouseID of the house.
2688 * @param random_bits The random data to be associated with the house.
2690 static void BuildTownHouse(Town *t, TileIndex tile, const HouseSpec *hs, HouseID house, uint8_t random_bits)
2692 /* build the house */
2693 t->cache.num_houses++;
2695 uint8_t construction_counter = 0;
2696 uint8_t construction_stage = 0;
2698 if (_generating_world || _game_mode == GM_EDITOR) {
2699 uint32_t construction_random = Random();
2701 construction_stage = TOWN_HOUSE_COMPLETED;
2702 if (_generating_world && Chance16(1, 7)) construction_stage = GB(construction_random, 0, 2);
2704 if (construction_stage == TOWN_HOUSE_COMPLETED) {
2705 ChangePopulation(t, hs->population);
2706 } else {
2707 construction_counter = GB(construction_random, 2, 2);
2711 MakeTownHouse(tile, t, construction_counter, construction_stage, house, random_bits);
2712 UpdateTownRadius(t);
2713 UpdateTownGrowthRate(t);
2717 * Tries to build a house at this tile.
2718 * @param t The town the house will belong to.
2719 * @param tile The tile to try building on.
2720 * @return false iff no house can be built on this tile.
2722 static bool TryBuildTownHouse(Town *t, TileIndex tile)
2724 /* forbidden building here by town layout */
2725 if (!TownLayoutAllowsHouseHere(t, tile)) return false;
2727 /* no house allowed at all, bail out */
2728 if (!CanBuildHouseHere(tile, false)) return false;
2730 Slope slope = GetTileSlope(tile);
2731 int maxz = GetTileMaxZ(tile);
2733 /* Get the town zone type of the current tile, as well as the climate.
2734 * This will allow to easily compare with the specs of the new house to build */
2735 HouseZonesBits rad = GetTownRadiusGroup(t, tile);
2737 /* Above snow? */
2738 int land = _settings_game.game_creation.landscape;
2739 if (land == LT_ARCTIC && maxz > HighestSnowLine()) land = -1;
2741 uint bitmask = (1 << rad) + (1 << (land + 12));
2743 /* bits 0-4 are used
2744 * bits 11-15 are used
2745 * bits 5-10 are not used. */
2746 static std::vector<std::pair<HouseID, uint>> probs;
2747 probs.clear();
2749 uint probability_max = 0;
2751 /* Generate a list of all possible houses that can be built. */
2752 for (const auto &hs : HouseSpec::Specs()) {
2753 /* Verify that the candidate house spec matches the current tile status */
2754 if ((~hs.building_availability & bitmask) != 0 || !hs.enabled || hs.grf_prop.override != INVALID_HOUSE_ID) continue;
2756 /* Don't let these counters overflow. Global counters are 32bit, there will never be that many houses. */
2757 if (hs.class_id != HOUSE_NO_CLASS) {
2758 /* id_count is always <= class_count, so it doesn't need to be checked */
2759 if (t->cache.building_counts.class_count[hs.class_id] == UINT16_MAX) continue;
2760 } else {
2761 /* If the house has no class, check id_count instead */
2762 if (t->cache.building_counts.id_count[hs.Index()] == UINT16_MAX) continue;
2765 uint cur_prob = hs.probability;
2766 probability_max += cur_prob;
2767 probs.emplace_back(hs.Index(), cur_prob);
2770 TileIndex baseTile = tile;
2772 while (probability_max > 0) {
2773 /* Building a multitile building can change the location of tile.
2774 * The building would still be built partially on that tile, but
2775 * its northern tile would be elsewhere. However, if the callback
2776 * fails we would be basing further work from the changed tile.
2777 * So a next 1x1 tile building could be built on the wrong tile. */
2778 tile = baseTile;
2780 uint r = RandomRange(probability_max);
2781 uint i;
2782 for (i = 0; i < probs.size(); i++) {
2783 if (probs[i].second > r) break;
2784 r -= probs[i].second;
2787 HouseID house = probs[i].first;
2788 probability_max -= probs[i].second;
2790 /* remove tested house from the set */
2791 probs[i] = probs.back();
2792 probs.pop_back();
2794 const HouseSpec *hs = HouseSpec::Get(house);
2796 if (!_generating_world && _game_mode != GM_EDITOR && (hs->extra_flags & BUILDING_IS_HISTORICAL) != 0) {
2797 continue;
2800 if (TimerGameCalendar::year < hs->min_year || TimerGameCalendar::year > hs->max_year) continue;
2802 /* Special houses that there can be only one of. */
2803 uint oneof = 0;
2805 if (hs->building_flags & BUILDING_IS_CHURCH) {
2806 SetBit(oneof, TOWN_HAS_CHURCH);
2807 } else if (hs->building_flags & BUILDING_IS_STADIUM) {
2808 SetBit(oneof, TOWN_HAS_STADIUM);
2811 if (t->flags & oneof) continue;
2813 /* Make sure there is no slope? */
2814 bool noslope = (hs->building_flags & TILE_NOT_SLOPED) != 0;
2815 if (noslope && slope != SLOPE_FLAT) continue;
2817 if (hs->building_flags & TILE_SIZE_2x2) {
2818 if (!CheckTownBuild2x2House(&tile, t, maxz, noslope)) continue;
2819 } else if (hs->building_flags & TILE_SIZE_2x1) {
2820 if (!CheckTownBuild2House(&tile, t, maxz, noslope, DIAGDIR_SW)) continue;
2821 } else if (hs->building_flags & TILE_SIZE_1x2) {
2822 if (!CheckTownBuild2House(&tile, t, maxz, noslope, DIAGDIR_SE)) continue;
2823 } else {
2824 /* 1x1 house checks are already done */
2827 uint8_t random_bits = Random();
2829 if (HasBit(hs->callback_mask, CBM_HOUSE_ALLOW_CONSTRUCTION)) {
2830 uint16_t callback_res = GetHouseCallback(CBID_HOUSE_ALLOW_CONSTRUCTION, 0, 0, house, t, tile, true, random_bits);
2831 if (callback_res != CALLBACK_FAILED && !Convert8bitBooleanCallback(hs->grf_prop.grffile, CBID_HOUSE_ALLOW_CONSTRUCTION, callback_res)) continue;
2834 /* Special houses that there can be only one of. */
2835 t->flags |= oneof;
2837 BuildTownHouse(t, tile, hs, house, random_bits);
2839 return true;
2842 return false;
2845 CommandCost CmdPlaceHouse(DoCommandFlag flags, TileIndex tile, HouseID house)
2847 if (_game_mode != GM_EDITOR) return CMD_ERROR;
2848 if (Town::GetNumItems() == 0) return_cmd_error(STR_ERROR_MUST_FOUND_TOWN_FIRST);
2850 if (static_cast<size_t>(house) >= HouseSpec::Specs().size()) return CMD_ERROR;
2851 const HouseSpec *hs = HouseSpec::Get(house);
2852 if (!hs->enabled) return CMD_ERROR;
2854 Town *t = ClosestTownFromTile(tile, UINT_MAX);
2856 /* cannot build on these slopes... */
2857 Slope slope = GetTileSlope(tile);
2858 if (IsSteepSlope(slope)) return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
2860 /* building under a bridge? */
2861 if (IsBridgeAbove(tile)) return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
2863 /* can we clear the land? */
2864 CommandCost cost = Command<CMD_LANDSCAPE_CLEAR>::Do(DC_AUTO | DC_NO_WATER, tile);
2865 if (!cost.Succeeded()) return cost;
2867 int maxz = GetTileMaxZ(tile);
2869 /* Make sure there is no slope? */
2870 bool noslope = (hs->building_flags & TILE_NOT_SLOPED) != 0;
2871 if (noslope && slope != SLOPE_FLAT) return_cmd_error(STR_ERROR_FLAT_LAND_REQUIRED);
2873 TileArea ta = tile;
2874 if (hs->building_flags & TILE_SIZE_2x2) ta.Add(TileAddXY(tile, 1, 1));
2875 if (hs->building_flags & TILE_SIZE_2x1) ta.Add(TileAddByDiagDir(tile, DIAGDIR_SW));
2876 if (hs->building_flags & TILE_SIZE_1x2) ta.Add(TileAddByDiagDir(tile, DIAGDIR_SE));
2878 /* Check additonal tiles covered by this house. */
2879 for (const TileIndex &subtile : ta) {
2880 cost = Command<CMD_LANDSCAPE_CLEAR>::Do(DC_AUTO | DC_NO_WATER, subtile);
2881 if (!cost.Succeeded()) return cost;
2883 if (!CheckBuildHouseSameZ(subtile, maxz, noslope)) return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
2886 if (flags & DC_EXEC) {
2887 BuildTownHouse(t, tile, hs, house, Random());
2890 return CommandCost();
2894 * Update data structures when a house is removed
2895 * @param tile Tile of the house
2896 * @param t Town owning the house
2897 * @param house House type
2899 static void DoClearTownHouseHelper(TileIndex tile, Town *t, HouseID house)
2901 assert(IsTileType(tile, MP_HOUSE));
2902 DecreaseBuildingCount(t, house);
2903 DoClearSquare(tile);
2904 DeleteAnimatedTile(tile);
2906 DeleteNewGRFInspectWindow(GSF_HOUSES, tile.base());
2910 * Determines if a given HouseID is part of a multitile house.
2911 * The given ID is set to the ID of the north tile and the TileDiff to the north tile is returned.
2913 * @param house Is changed to the HouseID of the north tile of the same house
2914 * @return TileDiff from the tile of the given HouseID to the north tile
2916 TileIndexDiff GetHouseNorthPart(HouseID &house)
2918 if (house >= 3) { // house id 0,1,2 MUST be single tile houses, or this code breaks.
2919 if (HouseSpec::Get(house - 1)->building_flags & TILE_SIZE_2x1) {
2920 house--;
2921 return TileDiffXY(-1, 0);
2922 } else if (HouseSpec::Get(house - 1)->building_flags & BUILDING_2_TILES_Y) {
2923 house--;
2924 return TileDiffXY(0, -1);
2925 } else if (HouseSpec::Get(house - 2)->building_flags & BUILDING_HAS_4_TILES) {
2926 house -= 2;
2927 return TileDiffXY(-1, 0);
2928 } else if (HouseSpec::Get(house - 3)->building_flags & BUILDING_HAS_4_TILES) {
2929 house -= 3;
2930 return TileDiffXY(-1, -1);
2933 return 0;
2937 * Clear a town house.
2938 * @param t The town which owns the house.
2939 * @param tile The tile to clear.
2941 void ClearTownHouse(Town *t, TileIndex tile)
2943 assert(IsTileType(tile, MP_HOUSE));
2945 HouseID house = GetHouseType(tile);
2947 /* The northernmost tile of the house is the main house. */
2948 tile += GetHouseNorthPart(house);
2950 const HouseSpec *hs = HouseSpec::Get(house);
2952 /* Remove population from the town if the house is finished. */
2953 if (IsHouseCompleted(tile)) {
2954 ChangePopulation(t, -hs->population);
2957 t->cache.num_houses--;
2959 /* Clear flags for houses that only may exist once/town. */
2960 if (hs->building_flags & BUILDING_IS_CHURCH) {
2961 ClrBit(t->flags, TOWN_HAS_CHURCH);
2962 } else if (hs->building_flags & BUILDING_IS_STADIUM) {
2963 ClrBit(t->flags, TOWN_HAS_STADIUM);
2966 /* Do the actual clearing of tiles */
2967 DoClearTownHouseHelper(tile, t, house);
2968 if (hs->building_flags & BUILDING_2_TILES_Y) DoClearTownHouseHelper(tile + TileDiffXY(0, 1), t, ++house);
2969 if (hs->building_flags & BUILDING_2_TILES_X) DoClearTownHouseHelper(tile + TileDiffXY(1, 0), t, ++house);
2970 if (hs->building_flags & BUILDING_HAS_4_TILES) DoClearTownHouseHelper(tile + TileDiffXY(1, 1), t, ++house);
2972 RemoveNearbyStations(t, tile, hs->building_flags);
2974 UpdateTownRadius(t);
2978 * Rename a town (server-only).
2979 * @param flags type of operation
2980 * @param town_id town ID to rename
2981 * @param text the new name or an empty string when resetting to the default
2982 * @return the cost of this operation or an error
2984 CommandCost CmdRenameTown(DoCommandFlag flags, TownID town_id, const std::string &text)
2986 Town *t = Town::GetIfValid(town_id);
2987 if (t == nullptr) return CMD_ERROR;
2989 bool reset = text.empty();
2991 if (!reset) {
2992 if (Utf8StringLength(text) >= MAX_LENGTH_TOWN_NAME_CHARS) return CMD_ERROR;
2993 if (!IsUniqueTownName(text)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE);
2996 if (flags & DC_EXEC) {
2997 t->cached_name.clear();
2998 if (reset) {
2999 t->name.clear();
3000 } else {
3001 t->name = text;
3004 t->UpdateVirtCoord();
3005 InvalidateWindowData(WC_TOWN_DIRECTORY, 0, TDIWD_FORCE_RESORT);
3006 ClearAllStationCachedNames();
3007 ClearAllIndustryCachedNames();
3008 UpdateAllStationVirtCoords();
3010 return CommandCost();
3014 * Determines the first cargo with a certain town effect
3015 * @param effect Town effect of interest
3016 * @return first active cargo slot with that effect
3018 const CargoSpec *FindFirstCargoWithTownAcceptanceEffect(TownAcceptanceEffect effect)
3020 for (const CargoSpec *cs : CargoSpec::Iterate()) {
3021 if (cs->town_acceptance_effect == effect) return cs;
3023 return nullptr;
3027 * Change the cargo goal of a town.
3028 * @param flags Type of operation.
3029 * @param town_id Town ID to cargo game of.
3030 * @param tae TownEffect to change the game of.
3031 * @param goal The new goal value.
3032 * @return Empty cost or an error.
3034 CommandCost CmdTownCargoGoal(DoCommandFlag flags, TownID town_id, TownAcceptanceEffect tae, uint32_t goal)
3036 if (_current_company != OWNER_DEITY) return CMD_ERROR;
3038 if (tae < TAE_BEGIN || tae >= TAE_END) return CMD_ERROR;
3040 Town *t = Town::GetIfValid(town_id);
3041 if (t == nullptr) return CMD_ERROR;
3043 /* Validate if there is a cargo which is the requested TownEffect */
3044 const CargoSpec *cargo = FindFirstCargoWithTownAcceptanceEffect(tae);
3045 if (cargo == nullptr) return CMD_ERROR;
3047 if (flags & DC_EXEC) {
3048 t->goal[tae] = goal;
3049 UpdateTownGrowth(t);
3050 InvalidateWindowData(WC_TOWN_VIEW, town_id);
3053 return CommandCost();
3057 * Set a custom text in the Town window.
3058 * @param flags Type of operation.
3059 * @param town_id Town ID to change the text of.
3060 * @param text The new text (empty to remove the text).
3061 * @return Empty cost or an error.
3063 CommandCost CmdTownSetText(DoCommandFlag flags, TownID town_id, const std::string &text)
3065 if (_current_company != OWNER_DEITY) return CMD_ERROR;
3066 Town *t = Town::GetIfValid(town_id);
3067 if (t == nullptr) return CMD_ERROR;
3069 if (flags & DC_EXEC) {
3070 t->text.clear();
3071 if (!text.empty()) t->text = text;
3072 InvalidateWindowData(WC_TOWN_VIEW, town_id);
3075 return CommandCost();
3079 * Change the growth rate of the town.
3080 * @param flags Type of operation.
3081 * @param town_id Town ID to cargo game of.
3082 * @param growth_rate Amount of days between growth, or TOWN_GROWTH_RATE_NONE, or 0 to reset custom growth rate.
3083 * @return Empty cost or an error.
3085 CommandCost CmdTownGrowthRate(DoCommandFlag flags, TownID town_id, uint16_t growth_rate)
3087 if (_current_company != OWNER_DEITY) return CMD_ERROR;
3089 Town *t = Town::GetIfValid(town_id);
3090 if (t == nullptr) return CMD_ERROR;
3092 if (flags & DC_EXEC) {
3093 if (growth_rate == 0) {
3094 /* Just clear the flag, UpdateTownGrowth will determine a proper growth rate */
3095 ClrBit(t->flags, TOWN_CUSTOM_GROWTH);
3096 } else {
3097 uint old_rate = t->growth_rate;
3098 if (t->grow_counter >= old_rate) {
3099 /* This also catches old_rate == 0 */
3100 t->grow_counter = growth_rate;
3101 } else {
3102 /* Scale grow_counter, so half finished houses stay half finished */
3103 t->grow_counter = t->grow_counter * growth_rate / old_rate;
3105 t->growth_rate = growth_rate;
3106 SetBit(t->flags, TOWN_CUSTOM_GROWTH);
3108 UpdateTownGrowth(t);
3109 InvalidateWindowData(WC_TOWN_VIEW, town_id);
3112 return CommandCost();
3116 * Change the rating of a company in a town
3117 * @param flags Type of operation.
3118 * @param town_id Town ID to change, bit 16..23 =
3119 * @param company_id Company ID to change.
3120 * @param rating New rating of company (signed int16_t).
3121 * @return Empty cost or an error.
3123 CommandCost CmdTownRating(DoCommandFlag flags, TownID town_id, CompanyID company_id, int16_t rating)
3125 if (_current_company != OWNER_DEITY) return CMD_ERROR;
3127 Town *t = Town::GetIfValid(town_id);
3128 if (t == nullptr) return CMD_ERROR;
3130 if (!Company::IsValidID(company_id)) return CMD_ERROR;
3132 int16_t new_rating = Clamp(rating, RATING_MINIMUM, RATING_MAXIMUM);
3133 if (flags & DC_EXEC) {
3134 t->ratings[company_id] = new_rating;
3135 InvalidateWindowData(WC_TOWN_AUTHORITY, town_id);
3138 return CommandCost();
3142 * Expand a town (scenario editor only).
3143 * @param flags Type of operation.
3144 * @param TownID Town ID to expand.
3145 * @param grow_amount Amount to grow, or 0 to grow a random size up to the current amount of houses.
3146 * @return Empty cost or an error.
3148 CommandCost CmdExpandTown(DoCommandFlag flags, TownID town_id, uint32_t grow_amount)
3150 if (_game_mode != GM_EDITOR && _current_company != OWNER_DEITY) return CMD_ERROR;
3151 Town *t = Town::GetIfValid(town_id);
3152 if (t == nullptr) return CMD_ERROR;
3154 if (flags & DC_EXEC) {
3155 /* The more houses, the faster we grow */
3156 if (grow_amount == 0) {
3157 uint amount = RandomRange(ClampTo<uint16_t>(t->cache.num_houses / 10)) + 3;
3158 t->cache.num_houses += amount;
3159 UpdateTownRadius(t);
3161 uint n = amount * 10;
3162 do GrowTown(t); while (--n);
3164 t->cache.num_houses -= amount;
3165 } else {
3166 for (; grow_amount > 0; grow_amount--) {
3167 /* Try several times to grow, as we are really suppose to grow */
3168 for (uint i = 0; i < 25; i++) if (GrowTown(t)) break;
3171 UpdateTownRadius(t);
3173 UpdateTownMaxPass(t);
3176 return CommandCost();
3180 * Delete a town (scenario editor or worldgen only).
3181 * @param flags Type of operation.
3182 * @param town_id Town ID to delete.
3183 * @return Empty cost or an error.
3185 CommandCost CmdDeleteTown(DoCommandFlag flags, TownID town_id)
3187 if (_game_mode != GM_EDITOR && !_generating_world) return CMD_ERROR;
3188 Town *t = Town::GetIfValid(town_id);
3189 if (t == nullptr) return CMD_ERROR;
3191 /* Stations refer to towns. */
3192 for (const Station *st : Station::Iterate()) {
3193 if (st->town == t) {
3194 /* Non-oil rig stations are always a problem. */
3195 if (!(st->facilities & FACIL_AIRPORT) || st->airport.type != AT_OILRIG) return CMD_ERROR;
3196 /* We can only automatically delete oil rigs *if* there's no vehicle on them. */
3197 CommandCost ret = Command<CMD_LANDSCAPE_CLEAR>::Do(flags, st->airport.tile);
3198 if (ret.Failed()) return ret;
3202 /* Waypoints refer to towns. */
3203 for (const Waypoint *wp : Waypoint::Iterate()) {
3204 if (wp->town == t) return CMD_ERROR;
3207 /* Depots refer to towns. */
3208 for (const Depot *d : Depot::Iterate()) {
3209 if (d->town == t) return CMD_ERROR;
3212 /* Check all tiles for town ownership. First check for bridge tiles, as
3213 * these do not directly have an owner so we need to check adjacent
3214 * tiles. This won't work correctly in the same loop if the adjacent
3215 * tile was already deleted earlier in the loop. */
3216 for (TileIndex current_tile = 0; current_tile < Map::Size(); ++current_tile) {
3217 if (IsTileType(current_tile, MP_TUNNELBRIDGE) && TestTownOwnsBridge(current_tile, t)) {
3218 CommandCost ret = Command<CMD_LANDSCAPE_CLEAR>::Do(flags, current_tile);
3219 if (ret.Failed()) return ret;
3223 /* Check all remaining tiles for town ownership. */
3224 for (TileIndex current_tile = 0; current_tile < Map::Size(); ++current_tile) {
3225 bool try_clear = false;
3226 switch (GetTileType(current_tile)) {
3227 case MP_ROAD:
3228 try_clear = HasTownOwnedRoad(current_tile) && GetTownIndex(current_tile) == t->index;
3229 break;
3231 case MP_HOUSE:
3232 try_clear = GetTownIndex(current_tile) == t->index;
3233 break;
3235 case MP_INDUSTRY:
3236 try_clear = Industry::GetByTile(current_tile)->town == t;
3237 break;
3239 case MP_OBJECT:
3240 if (Town::GetNumItems() == 1) {
3241 /* No towns will be left, remove it! */
3242 try_clear = true;
3243 } else {
3244 Object *o = Object::GetByTile(current_tile);
3245 if (o->town == t) {
3246 if (o->type == OBJECT_STATUE) {
3247 /* Statue... always remove. */
3248 try_clear = true;
3249 } else {
3250 /* Tell to find a new town. */
3251 if (flags & DC_EXEC) o->town = nullptr;
3255 break;
3257 default:
3258 break;
3260 if (try_clear) {
3261 CommandCost ret = Command<CMD_LANDSCAPE_CLEAR>::Do(flags, current_tile);
3262 if (ret.Failed()) return ret;
3266 /* The town destructor will delete the other things related to the town. */
3267 if (flags & DC_EXEC) {
3268 _town_kdtree.Remove(t->index);
3269 if (t->cache.sign.kdtree_valid) _viewport_sign_kdtree.Remove(ViewportSignKdtreeItem::MakeTown(t->index));
3270 delete t;
3273 return CommandCost();
3277 * Factor in the cost of each town action.
3278 * @see TownActions
3280 const uint8_t _town_action_costs[TACT_COUNT] = {
3281 2, 4, 9, 35, 48, 53, 117, 175
3285 * Perform the "small advertising campaign" town action.
3286 * @param t The town to advertise in.
3287 * @param flags Type of operation.
3288 * @return An empty cost.
3290 static CommandCost TownActionAdvertiseSmall(Town *t, DoCommandFlag flags)
3292 if (flags & DC_EXEC) {
3293 ModifyStationRatingAround(t->xy, _current_company, 0x40, 10);
3295 return CommandCost();
3299 * Perform the "medium advertising campaign" town action.
3300 * @param t The town to advertise in.
3301 * @param flags Type of operation.
3302 * @return An empty cost.
3304 static CommandCost TownActionAdvertiseMedium(Town *t, DoCommandFlag flags)
3306 if (flags & DC_EXEC) {
3307 ModifyStationRatingAround(t->xy, _current_company, 0x70, 15);
3309 return CommandCost();
3313 * Perform the "large advertising campaign" town action.
3314 * @param t The town to advertise in.
3315 * @param flags Type of operation.
3316 * @return An empty cost.
3318 static CommandCost TownActionAdvertiseLarge(Town *t, DoCommandFlag flags)
3320 if (flags & DC_EXEC) {
3321 ModifyStationRatingAround(t->xy, _current_company, 0xA0, 20);
3323 return CommandCost();
3327 * Perform the "local road reconstruction" town action.
3328 * @param t The town to grief in.
3329 * @param flags Type of operation.
3330 * @return An empty cost.
3332 static CommandCost TownActionRoadRebuild(Town *t, DoCommandFlag flags)
3334 /* Check if the company is allowed to fund new roads. */
3335 if (!_settings_game.economy.fund_roads) return CMD_ERROR;
3337 if (flags & DC_EXEC) {
3338 t->road_build_months = 6;
3340 SetDParam(0, _current_company);
3341 NewsStringData *company_name = new NewsStringData(GetString(STR_COMPANY_NAME));
3343 SetDParam(0, t->index);
3344 SetDParamStr(1, company_name->string);
3346 AddNewsItem(
3347 TimerGameEconomy::UsingWallclockUnits() ? STR_NEWS_ROAD_REBUILDING_MINUTES : STR_NEWS_ROAD_REBUILDING_MONTHS,
3348 NT_GENERAL, NF_NORMAL, NR_TOWN, t->index, NR_NONE, UINT32_MAX, company_name);
3349 AI::BroadcastNewEvent(new ScriptEventRoadReconstruction((ScriptCompany::CompanyID)(Owner)_current_company, t->index));
3350 Game::NewEvent(new ScriptEventRoadReconstruction((ScriptCompany::CompanyID)(Owner)_current_company, t->index));
3352 return CommandCost();
3356 * Check whether the land can be cleared.
3357 * @param tile Tile to check.
3358 * @return true if the tile can be cleared.
3360 static bool CheckClearTile(TileIndex tile)
3362 Backup<CompanyID> cur_company(_current_company, OWNER_NONE);
3363 CommandCost r = Command<CMD_LANDSCAPE_CLEAR>::Do(DC_NONE, tile);
3364 cur_company.Restore();
3365 return r.Succeeded();
3368 /** Structure for storing data while searching the best place to build a statue. */
3369 struct StatueBuildSearchData {
3370 TileIndex best_position; ///< Best position found so far.
3371 int tile_count; ///< Number of tiles tried.
3373 StatueBuildSearchData(TileIndex best_pos, int count) : best_position(best_pos), tile_count(count) { }
3377 * Search callback function for #TownActionBuildStatue.
3378 * @param tile Tile on which to perform the search.
3379 * @param user_data Reference to the statue search data.
3380 * @return Result of the test.
3382 static bool SearchTileForStatue(TileIndex tile, void *user_data)
3384 static const int STATUE_NUMBER_INNER_TILES = 25; // Number of tiles int the center of the city, where we try to protect houses.
3386 StatueBuildSearchData *statue_data = (StatueBuildSearchData *)user_data;
3387 statue_data->tile_count++;
3389 /* Statues can be build on slopes, just like houses. Only the steep slopes is a no go. */
3390 if (IsSteepSlope(GetTileSlope(tile))) return false;
3391 /* Don't build statues under bridges. */
3392 if (IsBridgeAbove(tile)) return false;
3394 /* A clear-able open space is always preferred. */
3395 if ((IsTileType(tile, MP_CLEAR) || IsTileType(tile, MP_TREES)) && CheckClearTile(tile)) {
3396 statue_data->best_position = tile;
3397 return true;
3400 bool house = IsTileType(tile, MP_HOUSE);
3402 /* Searching inside the inner circle. */
3403 if (statue_data->tile_count <= STATUE_NUMBER_INNER_TILES) {
3404 /* Save first house in inner circle. */
3405 if (house && statue_data->best_position == INVALID_TILE && CheckClearTile(tile)) {
3406 statue_data->best_position = tile;
3409 /* If we have reached the end of the inner circle, and have a saved house, terminate the search. */
3410 return statue_data->tile_count == STATUE_NUMBER_INNER_TILES && statue_data->best_position != INVALID_TILE;
3413 /* Searching outside the circle, just pick the first possible spot. */
3414 statue_data->best_position = tile; // Is optimistic, the condition below must also hold.
3415 return house && CheckClearTile(tile);
3419 * Perform a 9x9 tiles circular search from the center of the town
3420 * in order to find a free tile to place a statue
3421 * @param t town to search in
3422 * @param flags Used to check if the statue must be built or not.
3423 * @return Empty cost or an error.
3425 static CommandCost TownActionBuildStatue(Town *t, DoCommandFlag flags)
3427 if (!Object::CanAllocateItem()) return_cmd_error(STR_ERROR_TOO_MANY_OBJECTS);
3429 TileIndex tile = t->xy;
3430 StatueBuildSearchData statue_data(INVALID_TILE, 0);
3431 if (!CircularTileSearch(&tile, 9, SearchTileForStatue, &statue_data)) return_cmd_error(STR_ERROR_STATUE_NO_SUITABLE_PLACE);
3433 if (flags & DC_EXEC) {
3434 Backup<CompanyID> cur_company(_current_company, OWNER_NONE);
3435 Command<CMD_LANDSCAPE_CLEAR>::Do(DC_EXEC, statue_data.best_position);
3436 cur_company.Restore();
3437 BuildObject(OBJECT_STATUE, statue_data.best_position, _current_company, t);
3438 SetBit(t->statues, _current_company); // Once found and built, "inform" the Town.
3439 MarkTileDirtyByTile(statue_data.best_position);
3441 return CommandCost();
3445 * Perform the "fund new buildings" town action.
3446 * @param t The town to fund buildings in.
3447 * @param flags Type of operation.
3448 * @return An empty cost.
3450 static CommandCost TownActionFundBuildings(Town *t, DoCommandFlag flags)
3452 /* Check if it's allowed to buy the rights */
3453 if (!_settings_game.economy.fund_buildings) return CMD_ERROR;
3455 if (flags & DC_EXEC) {
3456 /* And grow for 3 months */
3457 t->fund_buildings_months = 3;
3459 /* Enable growth (also checking GameScript's opinion) */
3460 UpdateTownGrowth(t);
3462 /* Build a new house, but add a small delay to make sure
3463 * that spamming funding doesn't let town grow any faster
3464 * than 1 house per 2 * TOWN_GROWTH_TICKS ticks.
3465 * Also emulate original behaviour when town was only growing in
3466 * TOWN_GROWTH_TICKS intervals, to make sure that it's not too
3467 * tick-perfect and gives player some time window where they can
3468 * spam funding with the exact same efficiency.
3470 t->grow_counter = std::min<uint16_t>(t->grow_counter, 2 * Ticks::TOWN_GROWTH_TICKS - (t->growth_rate - t->grow_counter) % Ticks::TOWN_GROWTH_TICKS);
3472 SetWindowDirty(WC_TOWN_VIEW, t->index);
3474 return CommandCost();
3478 * Perform the "buy exclusive transport rights" town action.
3479 * @param t The town to buy exclusivity in.
3480 * @param flags Type of operation.
3481 * @return An empty cost.
3483 static CommandCost TownActionBuyRights(Town *t, DoCommandFlag flags)
3485 /* Check if it's allowed to buy the rights */
3486 if (!_settings_game.economy.exclusive_rights) return CMD_ERROR;
3487 if (t->exclusivity != INVALID_COMPANY) return CMD_ERROR;
3489 if (flags & DC_EXEC) {
3490 t->exclusive_counter = 12;
3491 t->exclusivity = _current_company;
3493 ModifyStationRatingAround(t->xy, _current_company, 130, 17);
3495 SetWindowClassesDirty(WC_STATION_VIEW);
3497 /* Spawn news message */
3498 CompanyNewsInformation *cni = new CompanyNewsInformation(Company::Get(_current_company));
3499 SetDParam(0, STR_NEWS_EXCLUSIVE_RIGHTS_TITLE);
3500 SetDParam(1, TimerGameEconomy::UsingWallclockUnits() ? STR_NEWS_EXCLUSIVE_RIGHTS_DESCRIPTION_MINUTES : STR_NEWS_EXCLUSIVE_RIGHTS_DESCRIPTION_MONTHS);
3501 SetDParam(2, t->index);
3502 SetDParamStr(3, cni->company_name);
3503 AddNewsItem(STR_MESSAGE_NEWS_FORMAT, NT_GENERAL, NF_COMPANY, NR_TOWN, t->index, NR_NONE, UINT32_MAX, cni);
3504 AI::BroadcastNewEvent(new ScriptEventExclusiveTransportRights((ScriptCompany::CompanyID)(Owner)_current_company, t->index));
3505 Game::NewEvent(new ScriptEventExclusiveTransportRights((ScriptCompany::CompanyID)(Owner)_current_company, t->index));
3507 return CommandCost();
3511 * Perform the "bribe" town action.
3512 * @param t The town to bribe.
3513 * @param flags Type of operation.
3514 * @return An empty cost.
3516 static CommandCost TownActionBribe(Town *t, DoCommandFlag flags)
3518 if (flags & DC_EXEC) {
3519 if (Chance16(1, 14)) {
3520 /* set as unwanted for 6 months */
3521 t->unwanted[_current_company] = 6;
3523 /* set all close by station ratings to 0 */
3524 for (Station *st : Station::Iterate()) {
3525 if (st->town == t && st->owner == _current_company) {
3526 for (GoodsEntry &ge : st->goods) ge.rating = 0;
3530 /* only show error message to the executing player. All errors are handled command.c
3531 * but this is special, because it can only 'fail' on a DC_EXEC */
3532 if (IsLocalCompany()) ShowErrorMessage(STR_ERROR_BRIBE_FAILED, INVALID_STRING_ID, WL_INFO);
3534 /* decrease by a lot!
3535 * ChangeTownRating is only for stuff in demolishing. Bribe failure should
3536 * be independent of any cheat settings
3538 if (t->ratings[_current_company] > RATING_BRIBE_DOWN_TO) {
3539 t->ratings[_current_company] = RATING_BRIBE_DOWN_TO;
3540 SetWindowDirty(WC_TOWN_AUTHORITY, t->index);
3542 } else {
3543 ChangeTownRating(t, RATING_BRIBE_UP_STEP, RATING_BRIBE_MAXIMUM, DC_EXEC);
3544 if (t->exclusivity != _current_company && t->exclusivity != INVALID_COMPANY) {
3545 t->exclusivity = INVALID_COMPANY;
3546 t->exclusive_counter = 0;
3550 return CommandCost();
3553 typedef CommandCost TownActionProc(Town *t, DoCommandFlag flags);
3554 static TownActionProc * const _town_action_proc[] = {
3555 TownActionAdvertiseSmall,
3556 TownActionAdvertiseMedium,
3557 TownActionAdvertiseLarge,
3558 TownActionRoadRebuild,
3559 TownActionBuildStatue,
3560 TownActionFundBuildings,
3561 TownActionBuyRights,
3562 TownActionBribe
3566 * Get a list of available town authority actions.
3567 * @param cid The company that is querying the town.
3568 * @param t The town that is queried.
3569 * @return The bitmasked value of enabled actions.
3571 TownActions GetMaskOfTownActions(CompanyID cid, const Town *t)
3573 TownActions buttons = TACT_NONE;
3575 /* Spectators and unwanted have no options */
3576 if (cid != COMPANY_SPECTATOR && !(_settings_game.economy.bribe && t->unwanted[cid])) {
3578 /* Actions worth more than this are not able to be performed */
3579 Money avail = GetAvailableMoney(cid);
3581 /* Check the action bits for validity and
3582 * if they are valid add them */
3583 for (uint i = 0; i != lengthof(_town_action_costs); i++) {
3584 const TownActions cur = (TownActions)(1 << i);
3586 /* Is the company prohibited from bribing ? */
3587 if (cur == TACT_BRIBE) {
3588 /* Company can't bribe if setting is disabled */
3589 if (!_settings_game.economy.bribe) continue;
3590 /* Company can bribe if another company has exclusive transport rights,
3591 * or its standing with the town is less than outstanding. */
3592 if (t->ratings[cid] >= RATING_BRIBE_MAXIMUM) {
3593 if (t->exclusivity == _current_company) continue;
3594 if (t->exclusive_counter == 0) continue;
3598 /* Is the company not able to buy exclusive rights ? */
3599 if (cur == TACT_BUY_RIGHTS && (!_settings_game.economy.exclusive_rights || t->exclusive_counter != 0)) continue;
3601 /* Is the company not able to fund buildings ? */
3602 if (cur == TACT_FUND_BUILDINGS && !_settings_game.economy.fund_buildings) continue;
3604 /* Is the company not able to fund local road reconstruction? */
3605 if (cur == TACT_ROAD_REBUILD && !_settings_game.economy.fund_roads) continue;
3607 /* Is the company not able to build a statue ? */
3608 if (cur == TACT_BUILD_STATUE && HasBit(t->statues, cid)) continue;
3610 if (avail >= _town_action_costs[i] * _price[PR_TOWN_ACTION] >> 8) {
3611 buttons |= cur;
3616 return buttons;
3620 * Do a town action.
3621 * This performs an action such as advertising, building a statue, funding buildings,
3622 * but also bribing the town-council
3623 * @param flags type of operation
3624 * @param town_id town to do the action at
3625 * @param action action to perform, @see _town_action_proc for the list of available actions
3626 * @return the cost of this operation or an error
3628 CommandCost CmdDoTownAction(DoCommandFlag flags, TownID town_id, uint8_t action)
3630 Town *t = Town::GetIfValid(town_id);
3631 if (t == nullptr || action >= lengthof(_town_action_proc)) return CMD_ERROR;
3633 if (!HasBit(GetMaskOfTownActions(_current_company, t), action)) return CMD_ERROR;
3635 CommandCost cost(EXPENSES_OTHER, _price[PR_TOWN_ACTION] * _town_action_costs[action] >> 8);
3637 CommandCost ret = _town_action_proc[action](t, flags);
3638 if (ret.Failed()) return ret;
3640 if (flags & DC_EXEC) {
3641 SetWindowDirty(WC_TOWN_AUTHORITY, town_id);
3644 return cost;
3647 template <typename Func>
3648 static void ForAllStationsNearTown(Town *t, Func func)
3650 /* Ideally the search radius should be close to the actual town zone 0 radius.
3651 * The true radius is not stored or calculated anywhere, only the squared radius. */
3652 /* The efficiency of this search might be improved for large towns and many stations on the map,
3653 * by using an integer square root approximation giving a value not less than the true square root. */
3654 uint search_radius = t->cache.squared_town_zone_radius[HZB_TOWN_EDGE] / 2;
3655 ForAllStationsRadius(t->xy, search_radius, [&](const Station * st) {
3656 if (DistanceSquare(st->xy, t->xy) <= t->cache.squared_town_zone_radius[HZB_TOWN_EDGE]) {
3657 func(st);
3663 * Monthly callback to update town and station ratings.
3664 * @param t The town to update.
3666 static void UpdateTownRating(Town *t)
3668 /* Increase company ratings if they're low */
3669 for (const Company *c : Company::Iterate()) {
3670 if (t->ratings[c->index] < RATING_GROWTH_MAXIMUM) {
3671 t->ratings[c->index] = std::min((int)RATING_GROWTH_MAXIMUM, t->ratings[c->index] + RATING_GROWTH_UP_STEP);
3675 ForAllStationsNearTown(t, [&](const Station *st) {
3676 if (st->time_since_load <= 20 || st->time_since_unload <= 20) {
3677 if (Company::IsValidID(st->owner)) {
3678 int new_rating = t->ratings[st->owner] + RATING_STATION_UP_STEP;
3679 t->ratings[st->owner] = std::min<int>(new_rating, INT16_MAX); // do not let it overflow
3681 } else {
3682 if (Company::IsValidID(st->owner)) {
3683 int new_rating = t->ratings[st->owner] + RATING_STATION_DOWN_STEP;
3684 t->ratings[st->owner] = std::max(new_rating, INT16_MIN);
3689 /* clamp all ratings to valid values */
3690 for (uint i = 0; i < MAX_COMPANIES; i++) {
3691 t->ratings[i] = Clamp(t->ratings[i], RATING_MINIMUM, RATING_MAXIMUM);
3694 SetWindowDirty(WC_TOWN_AUTHORITY, t->index);
3699 * Updates town grow counter after growth rate change.
3700 * Preserves relative house builting progress whenever it can.
3701 * @param t The town to calculate grow counter for
3702 * @param prev_growth_rate Town growth rate before it changed (one that was used with grow counter to be updated)
3704 static void UpdateTownGrowCounter(Town *t, uint16_t prev_growth_rate)
3706 if (t->growth_rate == TOWN_GROWTH_RATE_NONE) return;
3707 if (prev_growth_rate == TOWN_GROWTH_RATE_NONE) {
3708 t->grow_counter = std::min<uint16_t>(t->growth_rate, t->grow_counter);
3709 return;
3711 t->grow_counter = RoundDivSU((uint32_t)t->grow_counter * (t->growth_rate + 1), prev_growth_rate + 1);
3715 * Calculates amount of active stations in the range of town (HZB_TOWN_EDGE).
3716 * @param t The town to calculate stations for
3717 * @returns Amount of active stations
3719 static int CountActiveStations(Town *t)
3721 int n = 0;
3722 ForAllStationsNearTown(t, [&](const Station * st) {
3723 if (st->time_since_load <= 20 || st->time_since_unload <= 20) {
3724 n++;
3727 return n;
3731 * Calculates town growth rate in normal conditions (custom growth rate not set).
3732 * If town growth speed is set to None(0) returns the same rate as if it was Normal(2).
3733 * @param t The town to calculate growth rate for
3734 * @returns Calculated growth rate
3736 static uint GetNormalGrowthRate(Town *t)
3739 * Note:
3740 * Unserviced+unfunded towns get an additional malus in UpdateTownGrowth(),
3741 * so the "320" is actually not better than the "420".
3743 static const uint16_t _grow_count_values[2][6] = {
3744 { 120, 120, 120, 100, 80, 60 }, // Fund new buildings has been activated
3745 { 320, 420, 300, 220, 160, 100 } // Normal values
3748 int n = CountActiveStations(t);
3749 uint16_t m = _grow_count_values[t->fund_buildings_months != 0 ? 0 : 1][std::min(n, 5)];
3751 uint growth_multiplier = _settings_game.economy.town_growth_rate != 0 ? _settings_game.economy.town_growth_rate - 1 : 1;
3753 m >>= growth_multiplier;
3754 if (t->larger_town) m /= 2;
3756 return TownTicksToGameTicks(m / (t->cache.num_houses / 50 + 1));
3760 * Updates town growth rate.
3761 * @param t The town to update growth rate for
3763 static void UpdateTownGrowthRate(Town *t)
3765 if (HasBit(t->flags, TOWN_CUSTOM_GROWTH)) return;
3766 uint old_rate = t->growth_rate;
3767 t->growth_rate = GetNormalGrowthRate(t);
3768 UpdateTownGrowCounter(t, old_rate);
3769 SetWindowDirty(WC_TOWN_VIEW, t->index);
3773 * Updates town growth state (whether it is growing or not).
3774 * @param t The town to update growth for
3776 static void UpdateTownGrowth(Town *t)
3778 UpdateTownGrowthRate(t);
3780 ClrBit(t->flags, TOWN_IS_GROWING);
3781 SetWindowDirty(WC_TOWN_VIEW, t->index);
3783 if (_settings_game.economy.town_growth_rate == 0 && t->fund_buildings_months == 0) return;
3785 if (t->fund_buildings_months == 0) {
3786 /* Check if all goals are reached for this town to grow (given we are not funding it) */
3787 for (int i = TAE_BEGIN; i < TAE_END; i++) {
3788 switch (t->goal[i]) {
3789 case TOWN_GROWTH_WINTER:
3790 if (TileHeight(t->xy) >= GetSnowLine() && t->received[i].old_act == 0 && t->cache.population > 90) return;
3791 break;
3792 case TOWN_GROWTH_DESERT:
3793 if (GetTropicZone(t->xy) == TROPICZONE_DESERT && t->received[i].old_act == 0 && t->cache.population > 60) return;
3794 break;
3795 default:
3796 if (t->goal[i] > t->received[i].old_act) return;
3797 break;
3802 if (HasBit(t->flags, TOWN_CUSTOM_GROWTH)) {
3803 if (t->growth_rate != TOWN_GROWTH_RATE_NONE) SetBit(t->flags, TOWN_IS_GROWING);
3804 SetWindowDirty(WC_TOWN_VIEW, t->index);
3805 return;
3808 if (t->fund_buildings_months == 0 && CountActiveStations(t) == 0 && !Chance16(1, 12)) return;
3810 SetBit(t->flags, TOWN_IS_GROWING);
3811 SetWindowDirty(WC_TOWN_VIEW, t->index);
3815 * Checks whether the local authority allows construction of a new station (rail, road, airport, dock) on the given tile
3816 * @param tile The tile where the station shall be constructed.
3817 * @param flags Command flags. DC_NO_TEST_TOWN_RATING is tested.
3818 * @return Succeeded or failed command.
3820 CommandCost CheckIfAuthorityAllowsNewStation(TileIndex tile, DoCommandFlag flags)
3822 /* The required rating is hardcoded to RATING_VERYPOOR (see below), not the authority attitude setting, so we can bail out like this. */
3823 if (_settings_game.difficulty.town_council_tolerance == TOWN_COUNCIL_PERMISSIVE) return CommandCost();
3825 if (!Company::IsValidID(_current_company) || (flags & DC_NO_TEST_TOWN_RATING)) return CommandCost();
3827 Town *t = ClosestTownFromTile(tile, _settings_game.economy.dist_local_authority);
3828 if (t == nullptr) return CommandCost();
3830 if (t->ratings[_current_company] > RATING_VERYPOOR) return CommandCost();
3832 SetDParam(0, t->index);
3833 return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
3837 * Return the town closest to the given tile within \a threshold.
3838 * @param tile Starting point of the search.
3839 * @param threshold Biggest allowed distance to the town.
3840 * @return Closest town to \a tile within \a threshold, or \c nullptr if there is no such town.
3842 * @note This function only uses distance, the #ClosestTownFromTile function also takes town ownership into account.
3844 Town *CalcClosestTownFromTile(TileIndex tile, uint threshold)
3846 if (Town::GetNumItems() == 0) return nullptr;
3848 TownID tid = _town_kdtree.FindNearest(TileX(tile), TileY(tile));
3849 Town *town = Town::Get(tid);
3850 if (DistanceManhattan(tile, town->xy) < threshold) return town;
3851 return nullptr;
3855 * Return the town closest (in distance or ownership) to a given tile, within a given threshold.
3856 * @param tile Starting point of the search.
3857 * @param threshold Biggest allowed distance to the town.
3858 * @return Closest town to \a tile within \a threshold, or \c nullptr if there is no such town.
3860 * @note If you only care about distance, you can use the #CalcClosestTownFromTile function.
3862 Town *ClosestTownFromTile(TileIndex tile, uint threshold)
3864 switch (GetTileType(tile)) {
3865 case MP_ROAD:
3866 if (IsRoadDepot(tile)) return CalcClosestTownFromTile(tile, threshold);
3868 if (!HasTownOwnedRoad(tile)) {
3869 TownID tid = GetTownIndex(tile);
3871 if (tid == INVALID_TOWN) {
3872 /* in the case we are generating "many random towns", this value may be INVALID_TOWN */
3873 if (_generating_world) return CalcClosestTownFromTile(tile, threshold);
3874 assert(Town::GetNumItems() == 0);
3875 return nullptr;
3878 assert(Town::IsValidID(tid));
3879 Town *town = Town::Get(tid);
3881 if (DistanceManhattan(tile, town->xy) >= threshold) town = nullptr;
3883 return town;
3885 [[fallthrough]];
3887 case MP_HOUSE:
3888 return Town::GetByTile(tile);
3890 default:
3891 return CalcClosestTownFromTile(tile, threshold);
3895 static bool _town_rating_test = false; ///< If \c true, town rating is in test-mode.
3896 static std::map<const Town *, int> _town_test_ratings; ///< Map of towns to modified ratings, while in town rating test-mode.
3899 * Switch the town rating to test-mode, to allow commands to be tested without affecting current ratings.
3900 * The function is safe to use in nested calls.
3901 * @param mode Test mode switch (\c true means go to test-mode, \c false means leave test-mode).
3903 void SetTownRatingTestMode(bool mode)
3905 static int ref_count = 0; // Number of times test-mode is switched on.
3906 if (mode) {
3907 if (ref_count == 0) {
3908 _town_test_ratings.clear();
3910 ref_count++;
3911 } else {
3912 assert(ref_count > 0);
3913 ref_count--;
3915 _town_rating_test = !(ref_count == 0);
3919 * Get the rating of a town for the #_current_company.
3920 * @param t Town to get the rating from.
3921 * @return Rating of the current company in the given town.
3923 static int GetRating(const Town *t)
3925 if (_town_rating_test) {
3926 auto it = _town_test_ratings.find(t);
3927 if (it != _town_test_ratings.end()) {
3928 return it->second;
3931 return t->ratings[_current_company];
3935 * Changes town rating of the current company
3936 * @param t Town to affect
3937 * @param add Value to add
3938 * @param max Minimum (add < 0) resp. maximum (add > 0) rating that should be achievable with this change.
3939 * @param flags Command flags, especially DC_NO_MODIFY_TOWN_RATING is tested
3941 void ChangeTownRating(Town *t, int add, int max, DoCommandFlag flags)
3943 /* if magic_bulldozer cheat is active, town doesn't penalize for removing stuff */
3944 if (t == nullptr || (flags & DC_NO_MODIFY_TOWN_RATING) ||
3945 !Company::IsValidID(_current_company) ||
3946 (_cheats.magic_bulldozer.value && add < 0)) {
3947 return;
3950 int rating = GetRating(t);
3951 if (add < 0) {
3952 if (rating > max) {
3953 rating += add;
3954 if (rating < max) rating = max;
3956 } else {
3957 if (rating < max) {
3958 rating += add;
3959 if (rating > max) rating = max;
3962 if (_town_rating_test) {
3963 _town_test_ratings[t] = rating;
3964 } else {
3965 SetBit(t->have_ratings, _current_company);
3966 t->ratings[_current_company] = rating;
3967 SetWindowDirty(WC_TOWN_AUTHORITY, t->index);
3972 * Does the town authority allow the (destructive) action of the current company?
3973 * @param flags Checking flags of the command.
3974 * @param t Town that must allow the company action.
3975 * @param type Type of action that is wanted.
3976 * @return A succeeded command if the action is allowed, a failed command if it is not allowed.
3978 CommandCost CheckforTownRating(DoCommandFlag flags, Town *t, TownRatingCheckType type)
3980 /* if magic_bulldozer cheat is active, town doesn't restrict your destructive actions */
3981 if (t == nullptr || !Company::IsValidID(_current_company) ||
3982 _cheats.magic_bulldozer.value || (flags & DC_NO_TEST_TOWN_RATING)) {
3983 return CommandCost();
3986 /* minimum rating needed to be allowed to remove stuff */
3987 static const int needed_rating[][TOWN_RATING_CHECK_TYPE_COUNT] = {
3988 /* ROAD_REMOVE, TUNNELBRIDGE_REMOVE */
3989 { RATING_ROAD_NEEDED_LENIENT, RATING_TUNNEL_BRIDGE_NEEDED_LENIENT}, // Lenient
3990 { RATING_ROAD_NEEDED_NEUTRAL, RATING_TUNNEL_BRIDGE_NEEDED_NEUTRAL}, // Neutral
3991 { RATING_ROAD_NEEDED_HOSTILE, RATING_TUNNEL_BRIDGE_NEEDED_HOSTILE}, // Hostile
3992 { RATING_ROAD_NEEDED_PERMISSIVE, RATING_TUNNEL_BRIDGE_NEEDED_PERMISSIVE}, // Permissive
3995 /* check if you're allowed to remove the road/bridge/tunnel
3996 * owned by a town no removal if rating is lower than ... depends now on
3997 * difficulty setting. Minimum town rating selected by difficulty level
3999 int needed = needed_rating[_settings_game.difficulty.town_council_tolerance][type];
4001 if (GetRating(t) < needed) {
4002 SetDParam(0, t->index);
4003 return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
4006 return CommandCost();
4009 static IntervalTimer<TimerGameEconomy> _economy_towns_monthly({TimerGameEconomy::MONTH, TimerGameEconomy::Priority::TOWN}, [](auto)
4011 for (Town *t : Town::Iterate()) {
4012 /* Check for active town actions and decrement their counters. */
4013 if (t->road_build_months != 0) t->road_build_months--;
4014 if (t->fund_buildings_months != 0) t->fund_buildings_months--;
4016 if (t->exclusive_counter != 0) {
4017 if (--t->exclusive_counter == 0) t->exclusivity = INVALID_COMPANY;
4020 /* Check for active failed bribe cooloff periods and decrement them. */
4021 for (const Company *c : Company::Iterate()) {
4022 if (t->unwanted[c->index] > 0) t->unwanted[c->index]--;
4025 /* Update cargo statistics. */
4026 for (auto &supplied : t->supplied) supplied.NewMonth();
4027 for (auto &received : t->received) received.NewMonth();
4029 UpdateTownGrowth(t);
4030 UpdateTownRating(t);
4032 SetWindowDirty(WC_TOWN_VIEW, t->index);
4036 static IntervalTimer<TimerGameEconomy> _economy_towns_yearly({TimerGameEconomy::YEAR, TimerGameEconomy::Priority::TOWN}, [](auto)
4038 /* Increment house ages */
4039 for (TileIndex t = 0; t < Map::Size(); t++) {
4040 if (!IsTileType(t, MP_HOUSE)) continue;
4041 IncrementHouseAge(t);
4045 static CommandCost TerraformTile_Town(TileIndex tile, DoCommandFlag flags, int z_new, Slope tileh_new)
4047 if (AutoslopeEnabled()) {
4048 HouseID house = GetHouseType(tile);
4049 GetHouseNorthPart(house); // modifies house to the ID of the north tile
4050 const HouseSpec *hs = HouseSpec::Get(house);
4052 /* Here we differ from TTDP by checking TILE_NOT_SLOPED */
4053 if (((hs->building_flags & TILE_NOT_SLOPED) == 0) && !IsSteepSlope(tileh_new) &&
4054 (GetTileMaxZ(tile) == z_new + GetSlopeMaxZ(tileh_new))) {
4055 bool allow_terraform = true;
4057 /* Call the autosloping callback per tile, not for the whole building at once. */
4058 house = GetHouseType(tile);
4059 hs = HouseSpec::Get(house);
4060 if (HasBit(hs->callback_mask, CBM_HOUSE_AUTOSLOPE)) {
4061 /* If the callback fails, allow autoslope. */
4062 uint16_t res = GetHouseCallback(CBID_HOUSE_AUTOSLOPE, 0, 0, house, Town::GetByTile(tile), tile);
4063 if (res != CALLBACK_FAILED && ConvertBooleanCallback(hs->grf_prop.grffile, CBID_HOUSE_AUTOSLOPE, res)) allow_terraform = false;
4066 if (allow_terraform) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
4070 return Command<CMD_LANDSCAPE_CLEAR>::Do(flags, tile);
4073 /** Tile callback functions for a town */
4074 extern const TileTypeProcs _tile_type_town_procs = {
4075 DrawTile_Town, // draw_tile_proc
4076 GetSlopePixelZ_Town, // get_slope_z_proc
4077 ClearTile_Town, // clear_tile_proc
4078 AddAcceptedCargo_Town, // add_accepted_cargo_proc
4079 GetTileDesc_Town, // get_tile_desc_proc
4080 GetTileTrackStatus_Town, // get_tile_track_status_proc
4081 nullptr, // click_tile_proc
4082 AnimateTile_Town, // animate_tile_proc
4083 TileLoop_Town, // tile_loop_proc
4084 ChangeTileOwner_Town, // change_tile_owner_proc
4085 AddProducedCargo_Town, // add_produced_cargo_proc
4086 nullptr, // vehicle_enter_tile_proc
4087 GetFoundation_Town, // get_foundation_proc
4088 TerraformTile_Town, // terraform_tile_proc
4091 std::span<const DrawBuildingsTileStruct> GetTownDrawTileData()
4093 return _town_draw_tile_data;