Update readme and changelog for v1.27.0
[openttd-joker.git] / src / town_cmd.cpp
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1 /* $Id$ */
3 /*
4 * This file is part of OpenTTD.
5 * 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.
6 * 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.
7 * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
8 */
10 /** @file town_cmd.cpp Handling of town tiles. */
12 #include "stdafx.h"
13 #include "road_internal.h" /* Cleaning up road bits */
14 #include "road_cmd.h"
15 #include "landscape.h"
16 #include "viewport_func.h"
17 #include "cmd_helper.h"
18 #include "command_func.h"
19 #include "industry.h"
20 #include "station_base.h"
21 #include "company_base.h"
22 #include "news_func.h"
23 #include "error.h"
24 #include "object.h"
25 #include "genworld.h"
26 #include "newgrf_debug.h"
27 #include "newgrf_house.h"
28 #include "newgrf_text.h"
29 #include "autoslope.h"
30 #include "tunnelbridge_map.h"
31 #include "strings_func.h"
32 #include "window_func.h"
33 #include "string_func.h"
34 #include "newgrf_cargo.h"
35 #include "cheat_type.h"
36 #include "animated_tile_func.h"
37 #include "date_func.h"
38 #include "subsidy_func.h"
39 #include "core/pool_func.hpp"
40 #include "town.h"
41 #include "townname_func.h"
42 #include "core/random_func.hpp"
43 #include "core/backup_type.hpp"
44 #include "depot_base.h"
45 #include "object_map.h"
46 #include "object_base.h"
47 #include "ai/ai.hpp"
48 #include "game/game.hpp"
50 #include "table/strings.h"
51 #include "table/town_land.h"
53 #include "safeguards.h"
55 TownID _new_town_id;
56 uint32 _town_cargoes_accepted; ///< Bitmap of all cargoes accepted by houses.
58 /* Initialize the town-pool */
59 TownPool _town_pool("Town");
60 INSTANTIATE_POOL_METHODS(Town)
62 Town::~Town()
64 free(this->name);
65 free(this->text);
67 if (CleaningPool()) return;
69 /* Delete town authority window
70 * and remove from list of sorted towns */
71 DeleteWindowById(WC_TOWN_VIEW, this->index);
73 /* Check no industry is related to us. */
74 const Industry *i;
75 FOR_ALL_INDUSTRIES(i) assert(i->town != this);
77 /* ... and no object is related to us. */
78 const Object *o;
79 FOR_ALL_OBJECTS(o) assert(o->town != this);
81 /* Check no tile is related to us. */
82 for (TileIndex tile = 0; tile < MapSize(); ++tile) {
83 switch (GetTileType(tile)) {
84 case MP_HOUSE:
85 assert(GetTownIndex(tile) != this->index);
86 break;
88 case MP_ROAD:
89 assert(!HasTownOwnedRoad(tile) || GetTownIndex(tile) != this->index);
90 break;
92 case MP_TUNNELBRIDGE:
93 assert(!IsTileOwner(tile, OWNER_TOWN) || ClosestTownFromTile(tile, UINT_MAX) != this);
94 break;
96 default:
97 break;
101 /* Clear the persistent storage list. */
102 this->psa_list.clear();
104 DeleteSubsidyWith(ST_TOWN, this->index);
105 DeleteNewGRFInspectWindow(GSF_FAKE_TOWNS, this->index);
106 CargoPacket::InvalidateAllFrom(ST_TOWN, this->index);
107 MarkWholeScreenDirty();
112 * Invalidating of the "nearest town cache" has to be done
113 * after removing item from the pool.
114 * @param index index of deleted item
116 void Town::PostDestructor(size_t index)
118 InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 0);
119 UpdateNearestTownForRoadTiles(false);
121 /* Give objects a new home! */
122 Object *o;
123 FOR_ALL_OBJECTS(o) {
124 if (o->town == nullptr) o->town = CalcClosestTownFromTile(o->location.tile, UINT_MAX);
129 * Assigns town layout. If Random, generates one based on TileHash.
131 void Town::InitializeLayout(TownLayout layout)
133 if (layout != TL_RANDOM) {
134 this->layout = layout;
135 return;
138 this->layout = TileHash(TileX(this->xy), TileY(this->xy)) % (NUM_TLS - 1);
142 * Return a random valid town.
143 * @return random town, nullptr if there are no towns
145 /* static */ Town *Town::GetRandom()
147 if (Town::GetNumItems() == 0) return nullptr;
148 int num = RandomRange((uint16)Town::GetNumItems());
149 size_t index = MAX_UVALUE(size_t);
151 while (num >= 0) {
152 num--;
153 index++;
155 /* Make sure we have a valid town */
156 while (!Town::IsValidID(index)) {
157 index++;
158 assert(index < Town::GetPoolSize());
162 return Town::Get(index);
166 * Updates the town label of the town after changes in rating. The colour scheme is:
167 * Red: Appalling and Very poor ratings.
168 * Orange: Poor and mediocre ratings.
169 * Yellow: Good rating.
170 * White: Very good rating (standard).
171 * Green: Excellent and outstanding ratings.
173 void Town::UpdateLabel()
175 if (!(_game_mode == GM_EDITOR) && (_local_company < MAX_COMPANIES)) {
176 int r = this->ratings[_local_company];
177 (this->town_label = 0, r <= RATING_VERYPOOR) || // Appalling and Very Poor
178 (this->town_label++, r <= RATING_MEDIOCRE) || // Poor and Mediocre
179 (this->town_label++, r <= RATING_GOOD) || // Good
180 (this->town_label++, r <= RATING_VERYGOOD) || // Very Good
181 (this->town_label++, true); // Excellent and Outstanding
186 * Get the cost for removing this house
187 * @return the cost (inflation corrected etc)
189 Money HouseSpec::GetRemovalCost() const
191 return (_price[PR_CLEAR_HOUSE] * this->removal_cost) >> 8;
194 /* Local */
195 static int _grow_town_result;
197 /* Describe the possible states */
198 enum TownGrowthResult {
199 GROWTH_SUCCEED = -1,
200 GROWTH_SEARCH_STOPPED = 0
201 // GROWTH_SEARCH_RUNNING >= 1
204 static bool BuildTownHouse(Town *t, TileIndex tile);
205 static Town *CreateRandomTown(uint attempts, uint32 townnameparts, TownSize size, bool city, TownLayout layout);
207 static void TownDrawHouseLift(const TileInfo *ti)
209 AddChildSpriteScreen(SPR_LIFT, PAL_NONE, 14, 60 - GetLiftPosition(ti->tile));
212 typedef void TownDrawTileProc(const TileInfo *ti);
213 static TownDrawTileProc * const _town_draw_tile_procs[1] = {
214 TownDrawHouseLift
218 * Return a random direction
220 * @return a random direction
222 static inline DiagDirection RandomDiagDir()
224 return (DiagDirection)(3 & Random());
228 * House Tile drawing handler.
229 * Part of the tile loop process
230 * @param ti TileInfo of the tile to draw
232 static void DrawTile_Town(TileInfo *ti)
234 HouseID house_id = GetHouseType(ti->tile);
236 if (house_id >= NEW_HOUSE_OFFSET) {
237 /* Houses don't necessarily need new graphics. If they don't have a
238 * spritegroup associated with them, then the sprite for the substitute
239 * house id is drawn instead. */
240 if (HouseSpec::Get(house_id)->grf_prop.spritegroup[0] != nullptr) {
241 DrawNewHouseTile(ti, house_id);
242 return;
243 } else {
244 house_id = HouseSpec::Get(house_id)->grf_prop.subst_id;
248 /* Retrieve pointer to the draw town tile struct */
249 const DrawBuildingsTileStruct *dcts = &_town_draw_tile_data[house_id << 4 | TileHash2Bit(ti->x, ti->y) << 2 | GetHouseBuildingStage(ti->tile)];
251 if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, FOUNDATION_LEVELED);
253 DrawGroundSprite(dcts->ground.sprite, dcts->ground.pal);
255 DrawOverlay(ti, MP_HOUSE);
257 /* If houses are invisible, do not draw the upper part */
258 if (IsInvisibilitySet(TO_HOUSES)) return;
260 /* Add a house on top of the ground? */
261 SpriteID image = dcts->building.sprite;
262 if (image != 0) {
263 AddSortableSpriteToDraw(image, dcts->building.pal,
264 ti->x + dcts->subtile_x,
265 ti->y + dcts->subtile_y,
266 dcts->width,
267 dcts->height,
268 dcts->dz,
269 ti->z,
270 IsTransparencySet(TO_HOUSES)
273 if (IsTransparencySet(TO_HOUSES)) return;
277 int proc = dcts->draw_proc - 1;
279 if (proc >= 0) _town_draw_tile_procs[proc](ti);
283 static int GetSlopePixelZ_Town(TileIndex tile, uint x, uint y)
285 return GetTileMaxPixelZ(tile);
288 /** Tile callback routine */
289 static Foundation GetFoundation_Town(TileIndex tile, Slope tileh)
291 HouseID hid = GetHouseType(tile);
293 /* For NewGRF house tiles we might not be drawing a foundation. We need to
294 * account for this, as other structures should
295 * draw the wall of the foundation in this case.
297 if (hid >= NEW_HOUSE_OFFSET) {
298 const HouseSpec *hs = HouseSpec::Get(hid);
299 if (hs->grf_prop.spritegroup[0] != nullptr && HasBit(hs->callback_mask, CBM_HOUSE_DRAW_FOUNDATIONS)) {
300 uint32 callback_res = GetHouseCallback(CBID_HOUSE_DRAW_FOUNDATIONS, 0, 0, hid, Town::GetByTile(tile), tile);
301 if (callback_res != CALLBACK_FAILED && !ConvertBooleanCallback(hs->grf_prop.grffile, CBID_HOUSE_DRAW_FOUNDATIONS, callback_res)) return FOUNDATION_NONE;
304 return FlatteningFoundation(tileh);
308 * Animate a tile for a town
309 * Only certain houses can be animated
310 * The newhouses animation supersedes regular ones
311 * @param tile TileIndex of the house to animate
313 static void AnimateTile_Town(TileIndex tile)
315 if (GetHouseType(tile) >= NEW_HOUSE_OFFSET) {
316 AnimateNewHouseTile(tile);
317 return;
320 if (_tick_counter & 3) return;
322 /* If the house is not one with a lift anymore, then stop this animating.
323 * Not exactly sure when this happens, but probably when a house changes.
324 * Before this was just a return...so it'd leak animated tiles..
325 * That bug seems to have been here since day 1?? */
326 if (!(HouseSpec::Get(GetHouseType(tile))->building_flags & BUILDING_IS_ANIMATED)) {
327 DeleteAnimatedTile(tile);
328 return;
331 if (!LiftHasDestination(tile)) {
332 uint i;
334 /* Building has 6 floors, number 0 .. 6, where 1 is illegal.
335 * This is due to the fact that the first floor is, in the graphics,
336 * the height of 2 'normal' floors.
337 * Furthermore, there are 6 lift positions from floor N (incl) to floor N + 1 (excl) */
338 do {
339 i = RandomRange(7);
340 } while (i == 1 || i * 6 == GetLiftPosition(tile));
342 SetLiftDestination(tile, i);
345 int pos = GetLiftPosition(tile);
346 int dest = GetLiftDestination(tile) * 6;
347 pos += (pos < dest) ? 1 : -1;
348 SetLiftPosition(tile, pos);
350 if (pos == dest) {
351 HaltLift(tile);
352 DeleteAnimatedTile(tile);
355 MarkTileDirtyByTile(tile, ZOOM_LVL_DRAW_MAP);
359 * Determines if a town is close to a tile
360 * @param tile TileIndex of the tile to query
361 * @param dist maximum distance to be accepted
362 * @returns true if the tile correspond to the distance criteria
364 static bool IsCloseToTown(TileIndex tile, uint dist)
366 /* On a large map with many towns, it may be faster to check the surroundings of the tile.
367 * An iteration in TILE_AREA_LOOP() is generally 2 times faster than one in FOR_ALL_TOWNS(). */
368 if (Town::GetNumItems() > (size_t) (dist * dist * 2)) {
369 const int tx = TileX(tile);
370 const int ty = TileY(tile);
371 TileArea tile_area = TileArea(
372 TileXY(max(0, tx - (int) dist), max(0, ty - (int) dist)),
373 TileXY(min(MapMaxX(), tx + (int) dist), min(MapMaxY(), ty + (int) dist))
375 TILE_AREA_LOOP(atile, tile_area) {
376 if (GetTileType(atile) == MP_HOUSE) {
377 Town *t = Town::GetByTile(atile);
378 if (DistanceManhattan(tile, t->xy) < dist) return true;
381 return false;
384 const Town *t;
386 FOR_ALL_TOWNS(t) {
387 if (DistanceManhattan(tile, t->xy) < dist) return true;
389 return false;
393 * Resize the sign(label) of the town after changes in
394 * population (creation or growth or else)
396 void Town::UpdateVirtCoord()
398 this->UpdateLabel();
399 Point pt = RemapCoords2(TileX(this->xy) * TILE_SIZE, TileY(this->xy) * TILE_SIZE);
400 SetDParam(0, this->index);
401 SetDParam(1, this->cache.population);
402 this->cache.sign.UpdatePosition(pt.x, pt.y - 24 * ZOOM_LVL_BASE, this->Label());
404 SetWindowDirty(WC_TOWN_VIEW, this->index);
407 /** Update the virtual coords needed to draw the town sign for all towns. */
408 void UpdateAllTownVirtCoords()
410 Town *t;
412 FOR_ALL_TOWNS(t) {
413 t->UpdateVirtCoord();
418 * Change the towns population
419 * @param t Town which population has changed
420 * @param mod population change (can be positive or negative)
422 static void ChangePopulation(Town *t, int mod)
424 t->cache.population += mod;
425 InvalidateWindowData(WC_TOWN_VIEW, t->index); // Cargo requirements may appear/vanish for small populations
426 t->UpdateVirtCoord();
428 InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 1);
432 * Determines the world population
433 * Basically, count population of all towns, one by one
434 * @return uint32 the calculated population of the world
436 uint32 GetWorldPopulation()
438 uint32 pop = 0;
439 const Town *t;
441 FOR_ALL_TOWNS(t) pop += t->cache.population;
442 return pop;
446 * Helper function for house completion stages progression
447 * @param tile TileIndex of the house (or parts of it) to "grow"
449 static void MakeSingleHouseBigger(TileIndex tile)
451 assert(IsTileType(tile, MP_HOUSE));
453 /* progress in construction stages */
454 IncHouseConstructionTick(tile);
455 if (GetHouseConstructionTick(tile) != 0) return;
457 AnimateNewHouseConstruction(tile);
459 if (IsHouseCompleted(tile)) {
460 /* Now that construction is complete, we can add the population of the
461 * building to the town. */
462 ChangePopulation(Town::GetByTile(tile), HouseSpec::Get(GetHouseType(tile))->population);
463 ResetHouseAge(tile);
465 MarkTileDirtyByTile(tile, ZOOM_LVL_DRAW_MAP);
469 * Make the house advance in its construction stages until completion
470 * @param tile TileIndex of house
472 static void MakeTownHouseBigger(TileIndex tile)
474 uint flags = HouseSpec::Get(GetHouseType(tile))->building_flags;
475 if (flags & BUILDING_HAS_1_TILE) MakeSingleHouseBigger(TILE_ADDXY(tile, 0, 0));
476 if (flags & BUILDING_2_TILES_Y) MakeSingleHouseBigger(TILE_ADDXY(tile, 0, 1));
477 if (flags & BUILDING_2_TILES_X) MakeSingleHouseBigger(TILE_ADDXY(tile, 1, 0));
478 if (flags & BUILDING_HAS_4_TILES) MakeSingleHouseBigger(TILE_ADDXY(tile, 1, 1));
482 * Generate cargo for a town (house).
484 * The amount of cargo should be and will be greater than zero.
486 * @param t current town
487 * @param ct type of cargo to generate, usually CT_PASSENGERS or CT_MAIL
488 * @param amount how many units of cargo
489 * @param stations available stations for this house
490 * @param economy_adjust true if amount should be reduced during recession
492 static void TownGenerateCargo(Town *t, CargoID ct, uint amount, StationFinder &stations, bool economy_adjust)
494 // custom cargo generation factor
495 int cf = _settings_game.economy.town_cargo_factor;
497 // when the economy flunctuates, everyone wants to stay at home
498 if (economy_adjust && EconomyIsInRecession()) {
499 amount = (amount + 1) >> 1;
502 // apply custom factor?
503 if (cf < 0) {
504 // approx (amount / 2^cf)
505 // adjust with a constant offset of {(2 ^ cf) - 1} (i.e. add cf * 1-bits) before dividing to ensure that it doesn't become zero
506 // this skews the curve a little so that isn't entirely exponential, but will still decrease
507 amount = (amount + ((1 << -cf) - 1)) >> -cf;
510 else if (cf > 0) {
511 // approx (amount * 2^cf)
512 // XXX: overflow?
513 amount = amount << cf;
516 // with the adjustments above, this should never happen
517 assert(amount > 0);
519 // calculate for town stats
520 switch (ct) {
521 case CT_PASSENGERS:
522 case CT_MAIL:
523 t->supplied[ct].new_max += amount;
524 t->supplied[ct].new_act += MoveGoodsToStation(ct, amount, ST_TOWN, t->index, stations.GetStations());
525 break;
527 default: {
528 const CargoSpec *cs = CargoSpec::Get(ct);
529 t->supplied[cs->Index()].new_max += amount;
530 t->supplied[cs->Index()].new_act += MoveGoodsToStation(ct, amount, ST_TOWN, t->index, stations.GetStations());
531 break;
537 * Tile callback function.
539 * Periodic tic handler for houses and town
540 * @param tile been asked to do its stuff
542 static void TileLoop_Town(TileIndex tile)
544 HouseID house_id = GetHouseType(tile);
546 /* NewHouseTileLoop returns false if Callback 21 succeeded, i.e. the house
547 * doesn't exist any more, so don't continue here. */
548 if (house_id >= NEW_HOUSE_OFFSET && !NewHouseTileLoop(tile)) return;
550 if (!IsHouseCompleted(tile)) {
551 /* Construction is not completed. See if we can go further in construction*/
552 MakeTownHouseBigger(tile);
553 return;
556 const HouseSpec *hs = HouseSpec::Get(house_id);
558 /* If the lift has a destination, it is already an animated tile. */
559 if ((hs->building_flags & BUILDING_IS_ANIMATED) &&
560 house_id < NEW_HOUSE_OFFSET &&
561 !LiftHasDestination(tile) &&
562 Chance16(1, 2)) {
563 AddAnimatedTile(tile);
566 Town *t = Town::GetByTile(tile);
567 uint32 r = Random();
569 StationFinder stations(TileArea(tile, 1, 1));
571 if (HasBit(hs->callback_mask, CBM_HOUSE_PRODUCE_CARGO)) {
572 for (uint i = 0; i < 256; i++) {
573 uint16 callback = GetHouseCallback(CBID_HOUSE_PRODUCE_CARGO, i, r, house_id, t, tile);
575 if (callback == CALLBACK_FAILED || callback == CALLBACK_HOUSEPRODCARGO_END) break;
577 CargoID cargo = GetCargoTranslation(GB(callback, 8, 7), hs->grf_prop.grffile);
578 if (cargo == CT_INVALID) continue;
580 uint amt = GB(callback, 0, 8);
581 if (amt == 0) continue;
583 // XXX: no economy flunctuation for GRF cargos?
584 TownGenerateCargo(t, cargo, amt, stations, false);
586 } else {
587 if (GB(r, 0, 8) < hs->population) {
588 uint amt = GB(r, 16, 3) + 1;
590 TownGenerateCargo(t, CT_PASSENGERS, amt, stations, true);
593 if (GB(r, 8, 8) < hs->mail_generation) {
594 uint amt = GB(r, 24, 3) + 1;
596 TownGenerateCargo(t, CT_MAIL, amt, stations, true);
600 Backup<CompanyByte> cur_company(_current_company, OWNER_TOWN, FILE_LINE);
602 const int32 ticks_per_tile_loop = 256;
604 if ((hs->building_flags & BUILDING_HAS_1_TILE) &&
605 t->IsGrowing() &&
606 CanDeleteHouse(tile) &&
607 GetHouseAge(tile) >= hs->minimum_life &&
608 t->time_until_rebuild <= (_date - (hs->minimum_life * DAYS_IN_YEAR))) {
610 int32 tile_loops_until_rebuild = GB(r, 16, 8) + 192;
611 t->time_until_rebuild = _date + ((tile_loops_until_rebuild * ticks_per_tile_loop) / DEFAULT_DAY_TICKS);
613 ClearTownHouse(t, tile);
615 /* Rebuild with another house? */
616 if (GB(r, 24, 8) >= 12) BuildTownHouse(t, tile);
619 cur_company.Restore();
622 static CommandCost ClearTile_Town(TileIndex tile, DoCommandFlag flags)
624 if (flags & DC_AUTO) return CommandError(STR_ERROR_BUILDING_MUST_BE_DEMOLISHED);
625 if (!CanDeleteHouse(tile)) return CommandError();
627 const HouseSpec *hs = HouseSpec::Get(GetHouseType(tile));
629 CommandCost cost(EXPENSES_CONSTRUCTION);
630 cost.AddCost(hs->GetRemovalCost());
632 int rating = hs->remove_rating_decrease;
633 Town *t = Town::GetByTile(tile);
635 if (Company::IsValidID(_current_company)) {
636 if (rating > t->ratings[_current_company] && !(flags & DC_NO_TEST_TOWN_RATING) && !_cheats.magic_bulldozer.value) {
637 SetDParam(0, t->index);
638 return CommandError(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
642 ChangeTownRating(t, -rating, RATING_HOUSE_MINIMUM, flags);
643 if (flags & DC_EXEC) {
644 ClearTownHouse(t, tile);
647 return cost;
650 static void AddProducedCargo_Town(TileIndex tile, CargoArray &produced)
652 HouseID house_id = GetHouseType(tile);
653 const HouseSpec *hs = HouseSpec::Get(house_id);
654 Town *t = Town::GetByTile(tile);
656 if (HasBit(hs->callback_mask, CBM_HOUSE_PRODUCE_CARGO)) {
657 for (uint i = 0; i < 256; i++) {
658 uint16 callback = GetHouseCallback(CBID_HOUSE_PRODUCE_CARGO, i, 0, house_id, t, tile);
660 if (callback == CALLBACK_FAILED || callback == CALLBACK_HOUSEPRODCARGO_END) break;
662 CargoID cargo = GetCargoTranslation(GB(callback, 8, 7), hs->grf_prop.grffile);
664 if (cargo == CT_INVALID) continue;
665 produced[cargo]++;
667 } else {
668 if (hs->population > 0) {
669 produced[CT_PASSENGERS]++;
671 if (hs->mail_generation > 0) {
672 produced[CT_MAIL]++;
677 static inline void AddAcceptedCargoSetMask(CargoID cargo, uint amount, CargoArray &acceptance, uint32 *always_accepted)
679 if (cargo == CT_INVALID || amount == 0) return;
680 acceptance[cargo] += amount;
681 SetBit(*always_accepted, cargo);
684 static void AddAcceptedCargo_Town(TileIndex tile, CargoArray &acceptance, uint32 *always_accepted)
686 const HouseSpec *hs = HouseSpec::Get(GetHouseType(tile));
687 CargoID accepts[3];
689 /* Set the initial accepted cargo types */
690 for (uint8 i = 0; i < lengthof(accepts); i++) {
691 accepts[i] = hs->accepts_cargo[i];
694 /* Check for custom accepted cargo types */
695 if (HasBit(hs->callback_mask, CBM_HOUSE_ACCEPT_CARGO)) {
696 uint16 callback = GetHouseCallback(CBID_HOUSE_ACCEPT_CARGO, 0, 0, GetHouseType(tile), Town::GetByTile(tile), tile);
697 if (callback != CALLBACK_FAILED) {
698 /* Replace accepted cargo types with translated values from callback */
699 accepts[0] = GetCargoTranslation(GB(callback, 0, 5), hs->grf_prop.grffile);
700 accepts[1] = GetCargoTranslation(GB(callback, 5, 5), hs->grf_prop.grffile);
701 accepts[2] = GetCargoTranslation(GB(callback, 10, 5), hs->grf_prop.grffile);
705 /* Check for custom cargo acceptance */
706 if (HasBit(hs->callback_mask, CBM_HOUSE_CARGO_ACCEPTANCE)) {
707 uint16 callback = GetHouseCallback(CBID_HOUSE_CARGO_ACCEPTANCE, 0, 0, GetHouseType(tile), Town::GetByTile(tile), tile);
708 if (callback != CALLBACK_FAILED) {
709 AddAcceptedCargoSetMask(accepts[0], GB(callback, 0, 4), acceptance, always_accepted);
710 AddAcceptedCargoSetMask(accepts[1], GB(callback, 4, 4), acceptance, always_accepted);
711 if (_settings_game.game_creation.landscape != LT_TEMPERATE && HasBit(callback, 12)) {
712 /* The 'S' bit indicates food instead of goods */
713 AddAcceptedCargoSetMask(CT_FOOD, GB(callback, 8, 4), acceptance, always_accepted);
714 } else {
715 AddAcceptedCargoSetMask(accepts[2], GB(callback, 8, 4), acceptance, always_accepted);
717 return;
721 /* No custom acceptance, so fill in with the default values */
722 for (uint8 i = 0; i < lengthof(accepts); i++) {
723 AddAcceptedCargoSetMask(accepts[i], hs->cargo_acceptance[i], acceptance, always_accepted);
727 static void GetTileDesc_Town(TileIndex tile, TileDesc *td)
729 const HouseID house = GetHouseType(tile);
730 const HouseSpec *hs = HouseSpec::Get(house);
731 bool house_completed = IsHouseCompleted(tile);
733 td->str = hs->building_name;
735 uint16 callback_res = GetHouseCallback(CBID_HOUSE_CUSTOM_NAME, house_completed ? 1 : 0, 0, house, Town::GetByTile(tile), tile);
736 if (callback_res != CALLBACK_FAILED && callback_res != 0x400) {
737 if (callback_res > 0x400) {
738 ErrorUnknownCallbackResult(hs->grf_prop.grffile->grfid, CBID_HOUSE_CUSTOM_NAME, callback_res);
739 } else {
740 StringID new_name = GetGRFStringID(hs->grf_prop.grffile->grfid, 0xD000 + callback_res);
741 if (new_name != STR_NULL && new_name != STR_UNDEFINED) {
742 td->str = new_name;
747 if (!house_completed) {
748 SetDParamX(td->dparam, 0, td->str);
749 td->str = STR_LAI_TOWN_INDUSTRY_DESCRIPTION_UNDER_CONSTRUCTION;
752 if (hs->grf_prop.grffile != nullptr) {
753 const GRFConfig *gc = GetGRFConfig(hs->grf_prop.grffile->grfid);
754 td->grf = gc->GetName();
757 td->owner[0] = OWNER_TOWN;
760 static TrackStatus GetTileTrackStatus_Town(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
762 /* not used */
763 return 0;
766 static void ChangeTileOwner_Town(TileIndex tile, Owner old_owner, Owner new_owner)
768 /* not used */
771 /** Update the total cargo acceptance of the whole town.
772 * @param t The town to update.
774 void UpdateTownCargoTotal(Town *t)
776 t->cargo_accepted_total = 0;
778 const TileArea &area = t->cargo_accepted.GetArea();
779 TILE_AREA_LOOP(tile, area) {
780 if (TileX(tile) % AcceptanceMatrix::GRID == 0 && TileY(tile) % AcceptanceMatrix::GRID == 0) {
781 t->cargo_accepted_total |= t->cargo_accepted[tile];
787 * Update accepted town cargoes around a specific tile.
788 * @param t The town to update.
789 * @param start Update the values around this tile.
790 * @param update_total Set to true if the total cargo acceptance should be updated.
792 static void UpdateTownCargoes(Town *t, TileIndex start, bool update_total = true)
794 CargoArray accepted, produced;
795 uint32 dummy;
797 /* Gather acceptance for all houses in an area around the start tile.
798 * The area is composed of the square the tile is in, extended one square in all
799 * directions as the coverage area of a single station is bigger than just one square. */
800 TileArea area = AcceptanceMatrix::GetAreaForTile(start, 1);
801 TILE_AREA_LOOP(tile, area) {
802 if (!IsTileType(tile, MP_HOUSE) || GetTownIndex(tile) != t->index) continue;
804 AddAcceptedCargo_Town(tile, accepted, &dummy);
805 AddProducedCargo_Town(tile, produced);
808 /* Create bitmap of produced and accepted cargoes. */
809 uint32 acc = 0;
810 for (uint cid = 0; cid < NUM_CARGO; cid++) {
811 if (accepted[cid] >= 8) SetBit(acc, cid);
812 if (produced[cid] > 0) SetBit(t->cargo_produced, cid);
814 t->cargo_accepted[start] = acc;
816 if (update_total) UpdateTownCargoTotal(t);
819 /** Update cargo acceptance for the complete town.
820 * @param t The town to update.
822 void UpdateTownCargoes(Town *t)
824 t->cargo_produced = 0;
826 const TileArea &area = t->cargo_accepted.GetArea();
827 if (area.tile == INVALID_TILE) return;
829 /* Update acceptance for each grid square. */
830 TILE_AREA_LOOP(tile, area) {
831 if (TileX(tile) % AcceptanceMatrix::GRID == 0 && TileY(tile) % AcceptanceMatrix::GRID == 0) {
832 UpdateTownCargoes(t, tile, false);
836 /* Update the total acceptance. */
837 UpdateTownCargoTotal(t);
840 /** Updates the bitmap of all cargoes accepted by houses. */
841 void UpdateTownCargoBitmap()
843 Town *town;
844 _town_cargoes_accepted = 0;
846 FOR_ALL_TOWNS(town) {
847 _town_cargoes_accepted |= town->cargo_accepted_total;
851 static bool GrowTown(Town *t);
853 static void TownTickHandler(Town *t)
855 if (t->IsGrowing()) {
856 auto i = t->grow_counter - 1;
858 if (i < 0) {
859 if (GrowTown(t)) {
860 i = t->growth_rate;
861 } else {
862 /* If growth failed wait a bit before retrying */
863 i = min(t->growth_rate, TOWN_GROWTH_TICKS - 1);
867 t->grow_counter = i;
871 void OnTick_Town()
873 if (_game_mode == GM_EDITOR) return;
875 Town *t;
876 FOR_ALL_TOWNS(t) {
877 TownTickHandler(t);
882 * Return the RoadBits of a tile
884 * @note There are many other functions doing things like that.
885 * @note Needs to be checked for needlessness.
886 * @param tile The tile we want to analyse
887 * @return The roadbits of the given tile
889 static RoadBits GetTownRoadBits(TileIndex tile)
891 if (IsRoadDepotTile(tile) || IsStandardRoadStopTile(tile)) return ROAD_NONE;
893 return GetAnyRoadBits(tile, ROADTYPE_ROAD, true);
897 * Check for parallel road inside a given distance.
898 * Assuming a road from (tile - TileOffsByDiagDir(dir)) to tile,
899 * is there a parallel road left or right of it within distance dist_multi?
901 * @param tile current tile
902 * @param dir target direction
903 * @param dist_multi distance multiplayer
904 * @return true if there is a parallel road
906 static bool IsNeighborRoadTile(TileIndex tile, const DiagDirection dir, uint dist_multi)
908 if (!IsValidTile(tile)) return false;
910 /* Lookup table for the used diff values */
911 const TileIndexDiff tid_lt[3] = {
912 TileOffsByDiagDir(ChangeDiagDir(dir, DIAGDIRDIFF_90RIGHT)),
913 TileOffsByDiagDir(ChangeDiagDir(dir, DIAGDIRDIFF_90LEFT)),
914 TileOffsByDiagDir(ReverseDiagDir(dir)),
917 dist_multi = (dist_multi + 1) * 4;
918 for (uint pos = 4; pos < dist_multi; pos++) {
919 /* Go (pos / 4) tiles to the left or the right */
920 TileIndexDiff cur = tid_lt[(pos & 1) ? 0 : 1] * (pos / 4);
922 /* Use the current tile as origin, or go one tile backwards */
923 if (pos & 2) cur += tid_lt[2];
925 /* Test for roadbit parallel to dir and facing towards the middle axis */
926 if (IsValidTile(tile + cur) &&
927 GetTownRoadBits(TILE_ADD(tile, cur)) & DiagDirToRoadBits((pos & 2) ? dir : ReverseDiagDir(dir))) return true;
929 return false;
933 * Check if a Road is allowed on a given tile
935 * @param t The current town
936 * @param tile The target tile
937 * @param dir The direction in which we want to extend the town
938 * @return true if it is allowed else false
940 static bool IsRoadAllowedHere(Town *t, TileIndex tile, DiagDirection dir)
942 if (DistanceFromEdge(tile) == 0) return false;
944 /* Prevent towns from building roads under bridges along the bridge. Looks silly. */
945 if (IsBridgeAbove(tile) && GetBridgeAxis(tile) == DiagDirToAxis(dir)) return false;
947 /* Check if there already is a road at this point? */
948 if (GetTownRoadBits(tile) == ROAD_NONE) {
949 /* No, try if we are able to build a road piece there.
950 * If that fails clear the land, and if that fails exit.
951 * This is to make sure that we can build a road here later. */
952 RoadTypeIdentifier rtid(ROADTYPE_ROAD, ROADSUBTYPE_NORMAL); // TODO
953 if (DoCommand(tile, ((dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? ROAD_Y : ROAD_X) | (rtid.Pack() << 4), 0, DC_AUTO, CMD_BUILD_ROAD).Failed() &&
954 DoCommand(tile, 0, 0, DC_AUTO, CMD_LANDSCAPE_CLEAR).Failed()) {
955 return false;
959 Slope cur_slope = _settings_game.construction.build_on_slopes ? GetFoundationSlope(tile) : GetTileSlope(tile);
960 bool ret = !IsNeighborRoadTile(tile, dir, t->layout == TL_ORIGINAL ? 1 : 2);
961 if (cur_slope == SLOPE_FLAT) return ret;
963 /* If the tile is not a slope in the right direction, then
964 * maybe terraform some. */
965 Slope desired_slope = (dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? SLOPE_NW : SLOPE_NE;
966 if (desired_slope != cur_slope && ComplementSlope(desired_slope) != cur_slope) {
967 if (Chance16(1, 8)) {
968 CommandCost res = CommandError();
969 if (!_generating_world && Chance16(1, 10)) {
970 /* Note: Do not replace "^ SLOPE_ELEVATED" with ComplementSlope(). The slope might be steep. */
971 res = DoCommand(tile, Chance16(1, 16) ? cur_slope : cur_slope ^ SLOPE_ELEVATED, 0,
972 DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
974 if (res.Failed() && Chance16(1, 3)) {
975 /* We can consider building on the slope, though. */
976 return ret;
979 return false;
981 return ret;
984 static bool TerraformTownTile(TileIndex tile, int edges, int dir)
986 assert(tile < MapSize());
988 CommandCost r = DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
989 if (r.Failed() || r.GetCost() >= (_price[PR_TERRAFORM] + 2) * 8) return false;
990 DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER | DC_EXEC, CMD_TERRAFORM_LAND);
991 return true;
994 static void LevelTownLand(TileIndex tile)
996 assert(tile < MapSize());
998 /* Don't terraform if land is plain or if there's a house there. */
999 if (IsTileType(tile, MP_HOUSE)) return;
1000 Slope tileh = GetTileSlope(tile);
1001 if (tileh == SLOPE_FLAT) return;
1003 /* First try up, then down */
1004 if (!TerraformTownTile(tile, ~tileh & SLOPE_ELEVATED, 1)) {
1005 TerraformTownTile(tile, tileh & SLOPE_ELEVATED, 0);
1010 * Generate the RoadBits of a grid tile
1012 * @param t current town
1013 * @param tile tile in reference to the town
1014 * @param dir The direction to which we are growing ATM
1015 * @return the RoadBit of the current tile regarding
1016 * the selected town layout
1018 static RoadBits GetTownRoadGridElement(Town *t, TileIndex tile, DiagDirection dir)
1020 /* align the grid to the downtown */
1021 TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile); // Vector from downtown to the tile
1022 RoadBits rcmd = ROAD_NONE;
1024 switch (t->layout) {
1025 default: NOT_REACHED();
1027 case TL_2X2_GRID:
1028 if ((grid_pos.x % 3) == 0) rcmd |= ROAD_Y;
1029 if ((grid_pos.y % 3) == 0) rcmd |= ROAD_X;
1030 break;
1032 case TL_3X3_GRID:
1033 if ((grid_pos.x % 4) == 0) rcmd |= ROAD_Y;
1034 if ((grid_pos.y % 4) == 0) rcmd |= ROAD_X;
1035 break;
1038 /* Optimise only X-junctions */
1039 if (rcmd != ROAD_ALL) return rcmd;
1041 RoadBits rb_template;
1043 switch (GetTileSlope(tile)) {
1044 default: rb_template = ROAD_ALL; break;
1045 case SLOPE_W: rb_template = ROAD_NW | ROAD_SW; break;
1046 case SLOPE_SW: rb_template = ROAD_Y | ROAD_SW; break;
1047 case SLOPE_S: rb_template = ROAD_SW | ROAD_SE; break;
1048 case SLOPE_SE: rb_template = ROAD_X | ROAD_SE; break;
1049 case SLOPE_E: rb_template = ROAD_SE | ROAD_NE; break;
1050 case SLOPE_NE: rb_template = ROAD_Y | ROAD_NE; break;
1051 case SLOPE_N: rb_template = ROAD_NE | ROAD_NW; break;
1052 case SLOPE_NW: rb_template = ROAD_X | ROAD_NW; break;
1053 case SLOPE_STEEP_W:
1054 case SLOPE_STEEP_S:
1055 case SLOPE_STEEP_E:
1056 case SLOPE_STEEP_N:
1057 rb_template = ROAD_NONE;
1058 break;
1061 /* Stop if the template is compatible to the growth dir */
1062 if (DiagDirToRoadBits(ReverseDiagDir(dir)) & rb_template) return rb_template;
1063 /* If not generate a straight road in the direction of the growth */
1064 return DiagDirToRoadBits(dir) | DiagDirToRoadBits(ReverseDiagDir(dir));
1068 * Grows the town with an extra house.
1069 * Check if there are enough neighbor house tiles
1070 * next to the current tile. If there are enough
1071 * add another house.
1073 * @param t The current town
1074 * @param tile The target tile for the extra house
1075 * @return true if an extra house has been added
1077 static bool GrowTownWithExtraHouse(Town *t, TileIndex tile)
1079 /* We can't look further than that. */
1080 if (DistanceFromEdge(tile) == 0) return false;
1082 uint counter = 0; // counts the house neighbor tiles
1084 /* Check the tiles E,N,W and S of the current tile for houses */
1085 for (DiagDirection dir = DIAGDIR_BEGIN; dir < DIAGDIR_END; dir++) {
1086 /* Count both void and house tiles for checking whether there
1087 * are enough houses in the area. This to make it likely that
1088 * houses get build up to the edge of the map. */
1089 switch (GetTileType(TileAddByDiagDir(tile, dir))) {
1090 case MP_HOUSE:
1091 case MP_VOID:
1092 counter++;
1093 break;
1095 default:
1096 break;
1099 /* If there are enough neighbors stop here */
1100 if (counter >= 3) {
1101 if (BuildTownHouse(t, tile)) {
1102 _grow_town_result = GROWTH_SUCCEED;
1103 return true;
1105 return false;
1108 return false;
1112 * Grows the town with a road piece.
1114 * @param t The current town
1115 * @param tile The current tile
1116 * @param rcmd The RoadBits we want to build on the tile
1117 * @return true if the RoadBits have been added else false
1119 static bool GrowTownWithRoad(const Town *t, TileIndex tile, RoadBits rcmd)
1121 RoadTypeIdentifier rtid(ROADTYPE_ROAD, ROADSUBTYPE_NORMAL); // TODO
1122 if (DoCommand(tile, rcmd | (rtid.Pack() << 4), t->index, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD).Succeeded()) {
1123 _grow_town_result = GROWTH_SUCCEED;
1124 return true;
1126 return false;
1130 * Grows the town with a bridge.
1131 * At first we check if a bridge is reasonable.
1132 * If so we check if we are able to build it.
1134 * @param t The current town
1135 * @param tile The current tile
1136 * @param bridge_dir The valid direction in which to grow a bridge
1137 * @return true if a bridge has been build else false
1139 static bool GrowTownWithBridge(const Town *t, const TileIndex tile, const DiagDirection bridge_dir)
1141 assert(bridge_dir < DIAGDIR_END);
1143 const Slope slope = GetTileSlope(tile);
1145 /* Make sure the direction is compatible with the slope.
1146 * Well we check if the slope has an up bit set in the
1147 * reverse direction. */
1148 if (slope != SLOPE_FLAT && slope & InclinedSlope(bridge_dir)) return false;
1150 /* Assure that the bridge is connectable to the start side */
1151 if (!(GetTownRoadBits(TileAddByDiagDir(tile, ReverseDiagDir(bridge_dir))) & DiagDirToRoadBits(bridge_dir))) return false;
1153 /* We are in the right direction */
1154 uint8 bridge_length = 0; // This value stores the length of the possible bridge
1155 TileIndex bridge_tile = tile; // Used to store the other waterside
1157 const int delta = TileOffsByDiagDir(bridge_dir);
1159 if (slope == SLOPE_FLAT) {
1160 /* Bridges starting on flat tiles are only allowed when crossing rivers or rails. */
1161 do {
1162 if (bridge_length++ >= 5) {
1163 /* Allow to cross rivers, not big lakes, nor large amounts of rails. */
1164 return false;
1166 bridge_tile += delta;
1167 } while (IsValidTile(bridge_tile) && ((IsWaterTile(bridge_tile) && !IsSea(bridge_tile)) || IsPlainRailTile(bridge_tile)));
1168 } else {
1169 do {
1170 if (bridge_length++ >= 11) {
1171 /* Max 11 tile long bridges */
1172 return false;
1174 bridge_tile += delta;
1175 } while (IsValidTile(bridge_tile) && (IsWaterTile(bridge_tile) || IsPlainRailTile(bridge_tile)));
1178 /* no water tiles in between? */
1179 if (bridge_length == 1) return false;
1181 for (uint8 times = 0; times <= 22; times++) {
1182 byte bridge_type = RandomRange(MAX_BRIDGES - 1);
1184 /* Can we actually build the bridge? */
1185 RoadTypeIdentifier rtid(ROADTYPE_ROAD, ROADSUBTYPE_NORMAL); // TODO
1186 if (DoCommand(tile, bridge_tile, bridge_type | rtid.Pack() << 8 | TRANSPORT_ROAD << 15, CommandFlagsToDCFlags(GetCommandFlags(CMD_BUILD_BRIDGE)), CMD_BUILD_BRIDGE).Succeeded()) {
1187 DoCommand(tile, bridge_tile, bridge_type | rtid.Pack() << 8 | TRANSPORT_ROAD << 15, DC_EXEC | CommandFlagsToDCFlags(GetCommandFlags(CMD_BUILD_BRIDGE)), CMD_BUILD_BRIDGE);
1188 _grow_town_result = GROWTH_SUCCEED;
1189 return true;
1192 /* Quit if it selecting an appropriate bridge type fails a large number of times. */
1193 return false;
1198 * Checks whether at least one surrounding roads allows to build a house here
1200 * @param t the tile where the house will be built
1201 * @return true if at least one surrounding roadtype allows building houses here
1203 static inline bool RoadTypesAllowHouseHere(TileIndex t)
1205 static const TileIndexDiffC tiles[] = { {-1, -1}, {-1, 0}, {-1, 1}, {0, -1}, {0, 1}, {1, -1}, {1, 0}, {1, 1} };
1206 const TileIndexDiffC *ptr;
1207 bool allow = false;
1209 for (ptr = tiles; ptr != endof(tiles); ++ptr) {
1210 TileIndex cur_tile = t + ToTileIndexDiff(*ptr);
1212 if (!(IsTileType(cur_tile, MP_ROAD) || IsTileType(cur_tile, MP_STATION))) continue;
1213 allow = true;
1215 RoadTypeIdentifier rtid;
1216 RoadTypeIdentifiers rtids = RoadTypeIdentifiers::FromTile(cur_tile);
1217 FOR_EACH_SET_ROADTYPEIDENTIFIER(rtid, rtids)
1219 /* Found one road which allows the type, it is enough to allow building the house here */
1220 if (!HasBit(GetRoadTypeInfo(rtid)->flags, ROTF_NO_HOUSES)) return true;
1224 /* If no road was found surrounding the tile we can allow building the house since there is
1225 * nothing which forbids it, if a road was found but the execution reached this point, then
1226 * all the found roads don't allow houses to be built */
1227 return !allow;
1231 * Grows the given town.
1232 * There are at the moment 3 possible way's for
1233 * the town expansion:
1234 * @li Generate a random tile and check if there is a road allowed
1235 * @li TL_ORIGINAL
1236 * @li TL_BETTER_ROADS
1237 * @li Check if the town geometry allows a road and which one
1238 * @li TL_2X2_GRID
1239 * @li TL_3X3_GRID
1240 * @li Forbid roads, only build houses
1242 * @param tile_ptr The current tile
1243 * @param cur_rb The current tiles RoadBits
1244 * @param target_dir The target road dir
1245 * @param t1 The current town
1247 static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection target_dir, Town *t1)
1249 RoadBits rcmd = ROAD_NONE; // RoadBits for the road construction command
1250 TileIndex tile = *tile_ptr; // The main tile on which we base our growth
1252 assert(tile < MapSize());
1254 if (cur_rb == ROAD_NONE) {
1255 /* Tile has no road. First reset the status counter
1256 * to say that this is the last iteration. */
1257 _grow_town_result = GROWTH_SEARCH_STOPPED;
1259 if (!_settings_game.economy.allow_town_roads && !_generating_world) return;
1260 if (!_settings_game.economy.allow_town_level_crossings && IsTileType(tile, MP_RAILWAY)) return;
1262 /* Remove hills etc */
1263 if (!_settings_game.construction.build_on_slopes || Chance16(1, 6)) LevelTownLand(tile);
1265 /* Is a road allowed here? */
1266 switch (t1->layout) {
1267 default: NOT_REACHED();
1269 case TL_3X3_GRID:
1270 case TL_2X2_GRID:
1271 rcmd = GetTownRoadGridElement(t1, tile, target_dir);
1272 if (rcmd == ROAD_NONE) return;
1273 break;
1275 case TL_BETTER_ROADS:
1276 case TL_ORIGINAL:
1277 if (!IsRoadAllowedHere(t1, tile, target_dir)) return;
1279 DiagDirection source_dir = ReverseDiagDir(target_dir);
1281 if (Chance16(1, 4)) {
1282 /* Randomize a new target dir */
1283 do target_dir = RandomDiagDir(); while (target_dir == source_dir);
1286 if (!IsRoadAllowedHere(t1, TileAddByDiagDir(tile, target_dir), target_dir)) {
1287 /* A road is not allowed to continue the randomized road,
1288 * return if the road we're trying to build is curved. */
1289 if (target_dir != ReverseDiagDir(source_dir)) return;
1291 /* Return if neither side of the new road is a house */
1292 if (!IsTileType(TileAddByDiagDir(tile, ChangeDiagDir(target_dir, DIAGDIRDIFF_90RIGHT)), MP_HOUSE) &&
1293 !IsTileType(TileAddByDiagDir(tile, ChangeDiagDir(target_dir, DIAGDIRDIFF_90LEFT)), MP_HOUSE)) {
1294 return;
1297 /* That means that the road is only allowed if there is a house
1298 * at any side of the new road. */
1301 rcmd = DiagDirToRoadBits(target_dir) | DiagDirToRoadBits(source_dir);
1302 break;
1305 } else if (target_dir < DIAGDIR_END && !(cur_rb & DiagDirToRoadBits(ReverseDiagDir(target_dir)))) {
1306 /* Continue building on a partial road.
1307 * Should be always OK, so we only generate
1308 * the fitting RoadBits */
1309 _grow_town_result = GROWTH_SEARCH_STOPPED;
1311 if (!_settings_game.economy.allow_town_roads && !_generating_world) return;
1313 switch (t1->layout) {
1314 default: NOT_REACHED();
1316 case TL_3X3_GRID:
1317 case TL_2X2_GRID:
1318 rcmd = GetTownRoadGridElement(t1, tile, target_dir);
1319 break;
1321 case TL_BETTER_ROADS:
1322 case TL_ORIGINAL:
1323 rcmd = DiagDirToRoadBits(ReverseDiagDir(target_dir));
1324 break;
1326 } else {
1327 bool allow_house = true; // Value which decides if we want to construct a house
1329 /* Reached a tunnel/bridge? Then continue at the other side of it, unless
1330 * it is the starting tile. Half the time, we stay on this side then.*/
1331 if (IsTileType(tile, MP_TUNNELBRIDGE)) {
1332 if (GetTunnelBridgeTransportType(tile) == TRANSPORT_ROAD && (target_dir != DIAGDIR_END || Chance16(1, 2))) {
1333 *tile_ptr = GetOtherTunnelBridgeEnd(tile);
1335 return;
1338 /* Possibly extend the road in a direction.
1339 * Randomize a direction and if it has a road, bail out. */
1340 target_dir = RandomDiagDir();
1341 if (cur_rb & DiagDirToRoadBits(target_dir)) return;
1343 /* This is the tile we will reach if we extend to this direction. */
1344 TileIndex house_tile = TileAddByDiagDir(tile, target_dir); // position of a possible house
1346 /* Don't walk into water. */
1347 if (HasTileWaterGround(house_tile)) return;
1349 if (!IsValidTile(house_tile)) return;
1351 if (_settings_game.economy.allow_town_roads || _generating_world) {
1352 switch (t1->layout) {
1353 default: NOT_REACHED();
1355 case TL_3X3_GRID: // Use 2x2 grid afterwards!
1356 GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir));
1357 FALLTHROUGH;
1359 case TL_2X2_GRID:
1360 rcmd = GetTownRoadGridElement(t1, tile, target_dir);
1361 allow_house = (rcmd & DiagDirToRoadBits(target_dir)) == ROAD_NONE;
1362 break;
1364 case TL_BETTER_ROADS: // Use original afterwards!
1365 GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir));
1366 FALLTHROUGH;
1368 case TL_ORIGINAL:
1369 /* Allow a house at the edge. 60% chance or
1370 * always ok if no road allowed. */
1371 rcmd = DiagDirToRoadBits(target_dir);
1372 allow_house = (!IsRoadAllowedHere(t1, house_tile, target_dir) || Chance16(6, 10));
1373 break;
1377 allow_house &= RoadTypesAllowHouseHere(house_tile);
1379 if (allow_house) {
1380 /* Build a house, but not if there already is a house there. */
1381 if (!IsTileType(house_tile, MP_HOUSE)) {
1382 /* Level the land if possible */
1383 if (Chance16(1, 6)) LevelTownLand(house_tile);
1385 /* And build a house.
1386 * Set result to -1 if we managed to build it. */
1387 if (BuildTownHouse(t1, house_tile)) {
1388 _grow_town_result = GROWTH_SUCCEED;
1391 return;
1394 _grow_town_result = GROWTH_SEARCH_STOPPED;
1397 /* Return if a water tile */
1398 if (HasTileWaterGround(tile)) return;
1400 /* Make the roads look nicer */
1401 rcmd = CleanUpRoadBits(tile, rcmd);
1402 if (rcmd == ROAD_NONE) return;
1404 /* Only use the target direction for bridges to ensure they're connected.
1405 * The target_dir is as computed previously according to town layout, so
1406 * it will match it perfectly. */
1407 if (GrowTownWithBridge(t1, tile, target_dir)) return;
1409 GrowTownWithRoad(t1, tile, rcmd);
1413 * Checks whether a road can be followed or is a dead end, that can not be extended to the next tile.
1414 * This only checks trivial but often cases.
1415 * @param tile Start tile for road.
1416 * @param dir Direction for road to follow or build.
1417 * @return true If road is or can be connected in the specified direction.
1419 static bool CanFollowRoad(TileIndex tile, DiagDirection dir)
1421 TileIndex target_tile = tile + TileOffsByDiagDir(dir);
1422 if (!IsValidTile(target_tile)) return false;
1423 if (HasTileWaterGround(target_tile)) return false;
1425 RoadBits target_rb = GetTownRoadBits(target_tile);
1426 if (_settings_game.economy.allow_town_roads || _generating_world) {
1427 /* Check whether a road connection exists or can be build. */
1428 switch (GetTileType(target_tile)) {
1429 case MP_ROAD:
1430 return target_rb != ROAD_NONE;
1432 case MP_STATION:
1433 return IsDriveThroughStopTile(target_tile);
1435 case MP_TUNNELBRIDGE:
1436 return GetTunnelBridgeTransportType(target_tile) == TRANSPORT_ROAD;
1438 case MP_HOUSE:
1439 case MP_INDUSTRY:
1440 case MP_OBJECT:
1441 return false;
1443 default:
1444 /* Checked for void and water earlier */
1445 return true;
1447 } else {
1448 /* Check whether a road connection already exists,
1449 * and it leads somewhere else. */
1450 RoadBits back_rb = DiagDirToRoadBits(ReverseDiagDir(dir));
1451 return (target_rb & back_rb) != 0 && (target_rb & ~back_rb) != 0;
1456 * Returns "growth" if a house was built, or no if the build failed.
1457 * @param t town to inquiry
1458 * @param tile to inquiry
1459 * @return true if town expansion was possible
1461 static bool GrowTownAtRoad(Town *t, TileIndex tile)
1463 /* Special case.
1464 * @see GrowTownInTile Check the else if
1466 DiagDirection target_dir = DIAGDIR_END; // The direction in which we want to extend the town
1468 assert(tile < MapSize());
1470 /* Number of times to search.
1471 * Better roads, 2X2 and 3X3 grid grow quite fast so we give
1472 * them a little handicap. */
1473 switch (t->layout) {
1474 case TL_BETTER_ROADS:
1475 _grow_town_result = 10 + t->cache.num_houses * 2 / 9;
1476 break;
1478 case TL_3X3_GRID:
1479 case TL_2X2_GRID:
1480 _grow_town_result = 10 + t->cache.num_houses * 1 / 9;
1481 break;
1483 default:
1484 _grow_town_result = 10 + t->cache.num_houses * 4 / 9;
1485 break;
1488 do {
1489 RoadBits cur_rb = GetTownRoadBits(tile); // The RoadBits of the current tile
1491 /* Try to grow the town from this point */
1492 GrowTownInTile(&tile, cur_rb, target_dir, t);
1493 if (_grow_town_result == GROWTH_SUCCEED) return true;
1495 /* Exclude the source position from the bitmask
1496 * and return if no more road blocks available */
1497 if (IsValidDiagDirection(target_dir)) cur_rb &= ~DiagDirToRoadBits(ReverseDiagDir(target_dir));
1498 if (cur_rb == ROAD_NONE) return false;
1500 if (IsTileType(tile, MP_TUNNELBRIDGE)) {
1501 /* Only build in the direction away from the tunnel or bridge. */
1502 target_dir = ReverseDiagDir(GetTunnelBridgeDirection(tile));
1503 } else {
1504 /* Select a random bit from the blockmask, walk a step
1505 * and continue the search from there. */
1506 do {
1507 if (cur_rb == ROAD_NONE) return false;
1508 RoadBits target_bits;
1509 do {
1510 target_dir = RandomDiagDir();
1511 target_bits = DiagDirToRoadBits(target_dir);
1512 } while (!(cur_rb & target_bits));
1513 cur_rb &= ~target_bits;
1514 } while (!CanFollowRoad(tile, target_dir));
1516 tile = TileAddByDiagDir(tile, target_dir);
1518 if (IsTileType(tile, MP_ROAD) && !IsRoadDepot(tile) && HasTileRoadType(tile, ROADTYPE_ROAD)) {
1519 /* Don't allow building over roads of other cities */
1520 if (IsRoadOwner(tile, ROADTYPE_ROAD, OWNER_TOWN) && Town::GetByTile(tile) != t) {
1521 return false;
1522 } else if (IsRoadOwner(tile, ROADTYPE_ROAD, OWNER_NONE) && _game_mode == GM_EDITOR) {
1523 /* If we are in the SE, and this road-piece has no town owner yet, it just found an
1524 * owner :) (happy happy happy road now) */
1525 SetRoadOwner(tile, ROADTYPE_ROAD, OWNER_TOWN);
1526 SetTownIndex(tile, t->index);
1530 /* Max number of times is checked. */
1531 } while (--_grow_town_result >= 0);
1533 return false;
1537 * Generate a random road block.
1538 * The probability of a straight road
1539 * is somewhat higher than a curved.
1541 * @return A RoadBits value with 2 bits set
1543 static RoadBits GenRandomRoadBits()
1545 uint32 r = Random();
1546 uint a = GB(r, 0, 2);
1547 uint b = GB(r, 8, 2);
1548 if (a == b) b ^= 2;
1549 return (RoadBits)((ROAD_NW << a) + (ROAD_NW << b));
1553 * Grow the town
1554 * @param t town to grow
1555 * @return true iff something (house, road, bridge, ...) was built
1557 static bool GrowTown(Town *t)
1559 static const TileIndexDiffC _town_coord_mod[] = {
1560 {-1, 0},
1561 { 1, 1},
1562 { 1, -1},
1563 {-1, -1},
1564 {-1, 0},
1565 { 0, 2},
1566 { 2, 0},
1567 { 0, -2},
1568 {-1, -1},
1569 {-2, 2},
1570 { 2, 2},
1571 { 2, -2},
1572 { 0, 0}
1575 /* Current "company" is a town */
1576 Backup<CompanyByte> cur_company(_current_company, OWNER_TOWN, FILE_LINE);
1578 TileIndex tile = t->xy; // The tile we are working with ATM
1580 /* Find a road that we can base the construction on. */
1581 const TileIndexDiffC *ptr;
1582 for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
1583 if (GetTownRoadBits(tile) != ROAD_NONE) {
1584 bool success = GrowTownAtRoad(t, tile);
1585 cur_company.Restore();
1586 return success;
1588 tile = TILE_ADD(tile, ToTileIndexDiff(*ptr));
1591 /* No road available, try to build a random road block by
1592 * clearing some land and then building a road there. */
1593 if (_settings_game.economy.allow_town_roads || _generating_world) {
1594 tile = t->xy;
1595 for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
1596 /* Only work with plain land that not already has a house */
1597 if (!IsTileType(tile, MP_HOUSE) && IsTileFlat(tile)) {
1598 if (DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR).Succeeded()) {
1599 RoadTypeIdentifier rtid(ROADTYPE_ROAD, ROADSUBTYPE_NORMAL); // TODO
1600 DoCommand(tile, GenRandomRoadBits() | (rtid.Pack() << 4), t->index, DC_EXEC | DC_AUTO, CMD_BUILD_ROAD);
1601 cur_company.Restore();
1602 return true;
1605 tile = TILE_ADD(tile, ToTileIndexDiff(*ptr));
1609 cur_company.Restore();
1610 return false;
1613 void UpdateTownRadius(Town *t)
1615 static const uint32 _town_squared_town_zone_radius_data[23][5] = {
1616 { 4, 0, 0, 0, 0}, // 0
1617 { 16, 0, 0, 0, 0},
1618 { 25, 0, 0, 0, 0},
1619 { 36, 0, 0, 0, 0},
1620 { 49, 0, 4, 0, 0},
1621 { 64, 0, 4, 0, 0}, // 20
1622 { 64, 0, 9, 0, 1},
1623 { 64, 0, 9, 0, 4},
1624 { 64, 0, 16, 0, 4},
1625 { 81, 0, 16, 0, 4},
1626 { 81, 0, 16, 0, 4}, // 40
1627 { 81, 0, 25, 0, 9},
1628 { 81, 36, 25, 0, 9},
1629 { 81, 36, 25, 16, 9},
1630 { 81, 49, 0, 25, 9},
1631 { 81, 64, 0, 25, 9}, // 60
1632 { 81, 64, 0, 36, 9},
1633 { 81, 64, 0, 36, 16},
1634 {100, 81, 0, 49, 16},
1635 {100, 81, 0, 49, 25},
1636 {121, 81, 0, 49, 25}, // 80
1637 {121, 81, 0, 49, 25},
1638 {121, 81, 0, 49, 36}, // 88
1641 if (t->cache.num_houses < 92) {
1642 memcpy(t->cache.squared_town_zone_radius, _town_squared_town_zone_radius_data[t->cache.num_houses / 4], sizeof(t->cache.squared_town_zone_radius));
1643 } else {
1644 int mass = t->cache.num_houses / 8;
1645 /* Actually we are proportional to sqrt() but that's right because we are covering an area.
1646 * The offsets are to make sure the radii do not decrease in size when going from the table
1647 * to the calculated value.*/
1648 t->cache.squared_town_zone_radius[0] = mass * 15 - 40;
1649 t->cache.squared_town_zone_radius[1] = mass * 9 - 15;
1650 t->cache.squared_town_zone_radius[2] = 0;
1651 t->cache.squared_town_zone_radius[3] = mass * 5 - 5;
1652 t->cache.squared_town_zone_radius[4] = mass * 3 + 5;
1656 void UpdateTownMaxPass(Town *t)
1658 t->supplied[CT_PASSENGERS].old_max = t->cache.population >> 3;
1659 t->supplied[CT_MAIL].old_max = t->cache.population >> 4;
1663 * Does the actual town creation.
1665 * @param t The town
1666 * @param tile Where to put it
1667 * @param townnameparts The town name
1668 * @param size Parameter for size determination
1669 * @param city whether to build a city or town
1670 * @param layout the (road) layout of the town
1671 * @param manual was the town placed manually?
1673 static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts, TownSize size, bool city, TownLayout layout, bool manual)
1675 const int32 tile_loops_until_rebuild = 10;
1676 const int32 ticks_per_tile_loop = 256;
1678 t->xy = tile;
1679 t->cache.num_houses = 0;
1680 t->time_until_rebuild = _date + ((tile_loops_until_rebuild * ticks_per_tile_loop) / DEFAULT_DAY_TICKS);
1681 UpdateTownRadius(t);
1682 t->flags = 0;
1683 t->cache.population = 0;
1684 /* Spread growth across ticks so even if there are many
1685 * similar towns they're unlikely to grow all in one tick */
1686 t->grow_counter = t->index % TOWN_GROWTH_TICKS;
1687 t->growth_rate = TownTicksToGameTicks(250);
1689 /* Set the default cargo requirement for town growth */
1690 switch (_settings_game.game_creation.landscape) {
1691 case LT_ARCTIC:
1692 if (FindFirstCargoWithTownEffect(TE_FOOD) != nullptr) t->goal[TE_FOOD] = TOWN_GROWTH_WINTER;
1693 break;
1695 case LT_TROPIC:
1696 if (FindFirstCargoWithTownEffect(TE_FOOD) != nullptr) t->goal[TE_FOOD] = TOWN_GROWTH_DESERT;
1697 if (FindFirstCargoWithTownEffect(TE_WATER) != nullptr) t->goal[TE_WATER] = TOWN_GROWTH_DESERT;
1698 break;
1701 t->fund_buildings_months = 0;
1703 for (uint i = 0; i != MAX_COMPANIES; i++) t->ratings[i] = RATING_INITIAL;
1705 t->have_ratings = 0;
1706 t->exclusivity = INVALID_COMPANY;
1707 t->exclusive_counter = 0;
1708 t->statues = 0;
1710 extern int _nb_orig_names;
1711 if (_settings_game.game_creation.town_name < _nb_orig_names) {
1712 /* Original town name */
1713 t->townnamegrfid = 0;
1714 t->townnametype = SPECSTR_TOWNNAME_START + _settings_game.game_creation.town_name;
1715 } else {
1716 /* Newgrf town name */
1717 t->townnamegrfid = GetGRFTownNameId(_settings_game.game_creation.town_name - _nb_orig_names);
1718 t->townnametype = GetGRFTownNameType(_settings_game.game_creation.town_name - _nb_orig_names);
1720 t->townnameparts = townnameparts;
1722 t->UpdateVirtCoord();
1723 InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 0);
1725 t->InitializeLayout(layout);
1727 t->larger_town = city;
1729 int x = (int)size * 16 + 3;
1730 if (size == TSZ_RANDOM) x = (Random() & 0xF) + 8;
1731 /* Don't create huge cities when founding town in-game */
1732 if (city && (!manual || _game_mode == GM_EDITOR)) x *= _settings_game.economy.initial_city_size;
1734 t->cache.num_houses += x;
1735 UpdateTownRadius(t);
1737 int i = x * 4;
1738 do {
1739 GrowTown(t);
1740 } while (--i);
1742 t->cache.num_houses -= x;
1743 UpdateTownRadius(t);
1744 UpdateTownMaxPass(t);
1745 UpdateAirportsNoise();
1749 * Checks if it's possible to place a town at given tile
1750 * @param tile tile to check
1751 * @return error value or zero cost
1753 static CommandCost TownCanBePlacedHere(TileIndex tile)
1755 /* Check if too close to the edge of map */
1756 if (DistanceFromEdge(tile) < 12) {
1757 return CommandError(STR_ERROR_TOO_CLOSE_TO_EDGE_OF_MAP_SUB);
1760 /* Check distance to all other towns. */
1761 if (IsCloseToTown(tile, _settings_game.economy.town_min_distance)) {
1762 return CommandError(STR_ERROR_TOO_CLOSE_TO_ANOTHER_TOWN);
1765 /* Check max height level. */
1766 if (GetTileZ(tile) > _settings_game.economy.max_town_heightlevel) {
1767 return CommandError(STR_ERROR_SITE_UNSUITABLE);
1770 /* Cannot build above the tree line. */
1771 if (_settings_game.construction.trees_around_snow_line_enabled && (GetTileZ(tile) >= HighestSnowLine() + (_settings_game.construction.trees_around_snow_line_range / 2))) {
1772 return CommandError(STR_ERROR_SITE_UNSUITABLE);
1775 /* Can only build on clear flat areas, possibly with trees. */
1776 if ((!IsTileType(tile, MP_CLEAR) && !IsTileType(tile, MP_TREES)) || !IsTileFlat(tile)) {
1777 return CommandError(STR_ERROR_SITE_UNSUITABLE);
1780 return CommandCost(EXPENSES_OTHER);
1784 * Verifies this custom name is unique. Only custom names are checked.
1785 * @param name name to check
1786 * @return is this name unique?
1788 static bool IsUniqueTownName(const char *name)
1790 const Town *t;
1792 FOR_ALL_TOWNS(t) {
1793 if (t->name != nullptr && strcmp(t->name, name) == 0) return false;
1796 return true;
1800 * Create a new town.
1801 * @param tile coordinates where town is built
1802 * @param flags type of operation
1803 * @param p1 0..1 size of the town (@see TownSize)
1804 * 2 true iff it should be a city
1805 * 3..5 town road layout (@see TownLayout)
1806 * 6 use random location (randomize \c tile )
1807 * @param p2 town name parts
1808 * @param text Custom name for the town. If empty, the town name parts will be used.
1809 * @return the cost of this operation or an error
1811 CommandCost CmdFoundTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
1813 TownSize size = Extract<TownSize, 0, 2>(p1);
1814 bool city = HasBit(p1, 2);
1815 TownLayout layout = Extract<TownLayout, 3, 3>(p1);
1816 TownNameParams par(_settings_game.game_creation.town_name);
1817 bool random = HasBit(p1, 6);
1818 uint32 townnameparts = p2;
1820 if (size >= TSZ_END) return CommandError();
1821 if (layout >= NUM_TLS) return CommandError();
1823 /* Some things are allowed only in the scenario editor and for game scripts. */
1824 if (_game_mode != GM_EDITOR && _current_company != OWNER_DEITY) {
1825 if (_settings_game.economy.found_town == TF_FORBIDDEN) return CommandError();
1826 if (size == TSZ_LARGE) return CommandError();
1827 if (random) return CommandError();
1828 if (_settings_game.economy.found_town != TF_CUSTOM_LAYOUT && layout != _settings_game.economy.town_layout) {
1829 return CommandError();
1831 } else if (_current_company == OWNER_DEITY && random) {
1832 /* Random parameter is not allowed for Game Scripts. */
1833 return CommandError();
1836 if (StrEmpty(text)) {
1837 /* If supplied name is empty, townnameparts has to generate unique automatic name */
1838 if (!VerifyTownName(townnameparts, &par)) return CommandError(STR_ERROR_NAME_MUST_BE_UNIQUE);
1839 } else {
1840 /* If name is not empty, it has to be unique custom name */
1841 if (Utf8StringLength(text) >= MAX_LENGTH_TOWN_NAME_CHARS) return CommandError();
1842 if (!IsUniqueTownName(text)) return CommandError(STR_ERROR_NAME_MUST_BE_UNIQUE);
1845 /* Allocate town struct */
1846 if (!Town::CanAllocateItem()) return CommandError(STR_ERROR_TOO_MANY_TOWNS);
1848 if (!random) {
1849 CommandCost ret = TownCanBePlacedHere(tile);
1850 if (ret.Failed()) return ret;
1853 static const byte price_mult[][TSZ_RANDOM + 1] = {{ 15, 25, 40, 25 }, { 20, 35, 55, 35 }};
1854 /* multidimensional arrays have to have defined length of non-first dimension */
1855 assert_compile(lengthof(price_mult[0]) == 4);
1857 CommandCost cost(EXPENSES_OTHER, _price[PR_BUILD_TOWN]);
1858 byte mult = price_mult[city][size];
1860 cost.MultiplyCost(mult);
1862 /* Create the town */
1863 if (flags & DC_EXEC) {
1864 if (cost.GetCost() > GetAvailableMoneyForCommand()) {
1865 _additional_cash_required = cost.GetCost();
1866 return CommandCost(EXPENSES_OTHER);
1869 Backup<bool> old_generating_world(_generating_world, true, FILE_LINE);
1870 UpdateNearestTownForRoadTiles(true);
1871 Town *t;
1872 if (random) {
1873 t = CreateRandomTown(20, townnameparts, size, city, layout);
1874 if (t == nullptr) {
1875 cost = CommandCost(STR_ERROR_NO_SPACE_FOR_TOWN);
1876 } else {
1877 _new_town_id = t->index;
1879 } else {
1880 t = new Town(tile);
1881 DoCreateTown(t, tile, townnameparts, size, city, layout, true);
1883 UpdateNearestTownForRoadTiles(false);
1884 old_generating_world.Restore();
1886 if (t != nullptr && !StrEmpty(text)) {
1887 t->name = stredup(text);
1888 t->UpdateVirtCoord();
1891 if (_game_mode != GM_EDITOR) {
1892 /* 't' can't be nullptr since 'random' is false outside scenedit */
1893 assert(!random);
1894 char company_name[MAX_LENGTH_COMPANY_NAME_CHARS * MAX_CHAR_LENGTH];
1895 SetDParam(0, _current_company);
1896 GetString(company_name, STR_COMPANY_NAME, lastof(company_name));
1898 char *cn = stredup(company_name);
1899 SetDParamStr(0, cn);
1900 SetDParam(1, t->index);
1902 AddTileNewsItem(STR_NEWS_NEW_TOWN, NT_INDUSTRY_OPEN, tile, cn);
1903 AI::BroadcastNewEvent(new ScriptEventTownFounded(t->index));
1904 Game::NewEvent(new ScriptEventTownFounded(t->index));
1907 return cost;
1911 * Towns must all be placed on the same grid or when they eventually
1912 * interpenetrate their road networks will not mesh nicely; this
1913 * function adjusts a tile so that it aligns properly.
1915 * @param tile the tile to start at
1916 * @param layout which town layout algo is in effect
1917 * @return the adjusted tile
1919 static TileIndex AlignTileToGrid(TileIndex tile, TownLayout layout)
1921 switch (layout) {
1922 case TL_2X2_GRID: return TileXY(TileX(tile) - TileX(tile) % 3, TileY(tile) - TileY(tile) % 3);
1923 case TL_3X3_GRID: return TileXY(TileX(tile) & ~3, TileY(tile) & ~3);
1924 default: return tile;
1929 * Towns must all be placed on the same grid or when they eventually
1930 * interpenetrate their road networks will not mesh nicely; this
1931 * function tells you if a tile is properly aligned.
1933 * @param tile the tile to start at
1934 * @param layout which town layout algo is in effect
1935 * @return true if the tile is in the correct location
1937 static bool IsTileAlignedToGrid(TileIndex tile, TownLayout layout)
1939 switch (layout) {
1940 case TL_2X2_GRID: return TileX(tile) % 3 == 0 && TileY(tile) % 3 == 0;
1941 case TL_3X3_GRID: return TileX(tile) % 4 == 0 && TileY(tile) % 4 == 0;
1942 default: return true;
1947 * Used as the user_data for FindFurthestFromWater
1949 struct SpotData {
1950 TileIndex tile; ///< holds the tile that was found
1951 uint max_dist; ///< holds the distance that tile is from the water
1952 TownLayout layout; ///< tells us what kind of town we're building
1956 * CircularTileSearch callback; finds the tile furthest from any
1957 * water. slightly bit tricky, since it has to do a search of its own
1958 * in order to find the distance to the water from each square in the
1959 * radius.
1961 * Also, this never returns true, because it needs to take into
1962 * account all locations being searched before it knows which is the
1963 * furthest.
1965 * @param tile Start looking from this tile
1966 * @param user_data Storage area for data that must last across calls;
1967 * must be a pointer to struct SpotData
1969 * @return always false
1971 static bool FindFurthestFromWater(TileIndex tile, void *user_data)
1973 SpotData *sp = (SpotData*)user_data;
1974 uint dist = GetClosestWaterDistance(tile, true);
1976 if (IsTileType(tile, MP_CLEAR) &&
1977 IsTileFlat(tile) &&
1978 IsTileAlignedToGrid(tile, sp->layout) &&
1979 dist > sp->max_dist) {
1980 sp->tile = tile;
1981 sp->max_dist = dist;
1984 return false;
1988 * CircularTileSearch callback; finds the nearest land tile
1990 * @param tile Start looking from this tile
1991 * @param user_data not used
1993 static bool FindNearestEmptyLand(TileIndex tile, void *user_data)
1995 return IsTileType(tile, MP_CLEAR);
1999 * Given a spot on the map (presumed to be a water tile), find a good
2000 * coastal spot to build a city. We don't want to build too close to
2001 * the edge if we can help it (since that retards city growth) hence
2002 * the search within a search within a search. O(n*m^2), where n is
2003 * how far to search for land, and m is how far inland to look for a
2004 * flat spot.
2006 * @param tile Start looking from this spot.
2007 * @param layout the road layout to search for
2008 * @return tile that was found
2010 static TileIndex FindNearestGoodCoastalTownSpot(TileIndex tile, TownLayout layout)
2012 SpotData sp = { INVALID_TILE, 0, layout };
2014 TileIndex coast = tile;
2015 if (CircularTileSearch(&coast, 40, FindNearestEmptyLand, nullptr)) {
2016 CircularTileSearch(&coast, 10, FindFurthestFromWater, &sp);
2017 return sp.tile;
2020 /* if we get here just give up */
2021 return INVALID_TILE;
2024 static Town *CreateRandomTown(uint attempts, uint32 townnameparts, TownSize size, bool city, TownLayout layout)
2026 assert(_game_mode == GM_EDITOR || _generating_world); // These are the preconditions for CMD_DELETE_TOWN
2028 if (!Town::CanAllocateItem()) return nullptr;
2030 do {
2031 /* Generate a tile index not too close from the edge */
2032 TileIndex tile = AlignTileToGrid(RandomTile(), layout);
2034 /* if we tried to place the town on water, slide it over onto
2035 * the nearest likely-looking spot */
2036 if (IsTileType(tile, MP_WATER)) {
2037 tile = FindNearestGoodCoastalTownSpot(tile, layout);
2038 if (tile == INVALID_TILE) continue;
2041 /* Make sure town can be placed here */
2042 if (TownCanBePlacedHere(tile).Failed()) continue;
2044 /* Allocate a town struct */
2045 Town *t = new Town(tile);
2047 DoCreateTown(t, tile, townnameparts, size, city, layout, false);
2049 /* if the population is still 0 at the point, then the
2050 * placement is so bad it couldn't grow at all */
2051 if (t->cache.population > 0) return t;
2053 Backup<CompanyByte> cur_company(_current_company, OWNER_TOWN, FILE_LINE);
2054 CommandCost rc = DoCommand(t->xy, t->index, 0, DC_EXEC, CMD_DELETE_TOWN);
2055 cur_company.Restore();
2056 assert(rc.Succeeded());
2058 /* We already know that we can allocate a single town when
2059 * entering this function. However, we create and delete
2060 * a town which "resets" the allocation checks. As such we
2061 * need to check again when assertions are enabled. */
2062 assert(Town::CanAllocateItem());
2063 } while (--attempts != 0);
2065 return nullptr;
2068 static const byte _num_initial_towns[4] = {5, 11, 23, 46}; // very low, low, normal, high
2071 * This function will generate a certain amount of towns, with a certain layout
2072 * It can be called from the scenario editor (i.e.: generate Random Towns)
2073 * as well as from world creation.
2074 * @param layout which towns will be set to, when created
2075 * @return true if towns have been successfully created
2077 bool GenerateTowns(TownLayout layout)
2079 uint current_number = 0;
2080 uint difficulty = (_game_mode != GM_EDITOR) ? _settings_game.difficulty.number_towns : 0;
2081 uint total = (difficulty == (uint)CUSTOM_TOWN_NUMBER_DIFFICULTY) ? _settings_game.game_creation.custom_town_number : ScaleByMapSize(_num_initial_towns[difficulty] + (Random() & 7));
2082 total = min(TownPool::MAX_SIZE, total);
2083 uint32 townnameparts;
2084 TownNames town_names;
2086 SetGeneratingWorldProgress(GWP_TOWN, total);
2088 /* First attempt will be made at creating the suggested number of towns.
2089 * Note that this is really a suggested value, not a required one.
2090 * We would not like the system to lock up just because the user wanted 100 cities on a 64*64 map, would we? */
2091 do {
2092 bool city = (_settings_game.economy.larger_towns != 0 && Chance16(1, _settings_game.economy.larger_towns));
2093 IncreaseGeneratingWorldProgress(GWP_TOWN);
2094 /* Get a unique name for the town. */
2095 if (!GenerateTownName(&townnameparts, &town_names)) continue;
2096 /* try 20 times to create a random-sized town for the first loop. */
2097 if (CreateRandomTown(20, townnameparts, TSZ_RANDOM, city, layout) != nullptr) current_number++; // If creation was successful, raise a flag.
2098 } while (--total);
2100 town_names.clear();
2102 if (current_number != 0) return true;
2104 /* If current_number is still zero at this point, it means that not a single town has been created.
2105 * So give it a last try, but now more aggressive */
2106 if (GenerateTownName(&townnameparts) &&
2107 CreateRandomTown(10000, townnameparts, TSZ_RANDOM, _settings_game.economy.larger_towns != 0, layout) != nullptr) {
2108 return true;
2111 /* If there are no towns at all and we are generating new game, bail out */
2112 if (Town::GetNumItems() == 0 && _game_mode != GM_EDITOR) {
2113 ShowErrorMessage(STR_ERROR_COULD_NOT_CREATE_TOWN, INVALID_STRING_ID, WL_CRITICAL);
2116 return false; // we are still without a town? we failed, simply
2121 * Returns the bit corresponding to the town zone of the specified tile
2122 * @param t Town on which town zone is to be found
2123 * @param tile TileIndex where town zone needs to be found
2124 * @return the bit position of the given zone, as defined in HouseZones
2126 HouseZonesBits GetTownRadiusGroup(const Town *t, TileIndex tile)
2128 uint dist = DistanceSquare(tile, t->xy);
2130 if (t->fund_buildings_months && dist <= 25) return HZB_TOWN_CENTRE;
2132 HouseZonesBits smallest = HZB_TOWN_EDGE;
2133 for (HouseZonesBits i = HZB_BEGIN; i < HZB_END; i++) {
2134 if (dist < t->cache.squared_town_zone_radius[i]) smallest = i;
2137 return smallest;
2141 * Clears tile and builds a house or house part.
2142 * @param tile tile index
2143 * @param t The town to clear the house for
2144 * @param counter of construction step
2145 * @param stage of construction (used for drawing)
2146 * @param type of house. Index into house specs array
2147 * @param random_bits required for newgrf houses
2148 * @pre house can be built here
2150 static inline void ClearMakeHouseTile(TileIndex tile, Town *t, byte counter, byte stage, HouseID type, byte random_bits)
2152 CommandCost cc = DoCommand(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR);
2154 assert(cc.Succeeded());
2156 IncreaseBuildingCount(t, type);
2157 MakeHouseTile(tile, t->index, counter, stage, type, random_bits);
2158 if (HouseSpec::Get(type)->building_flags & BUILDING_IS_ANIMATED) AddAnimatedTile(tile);
2160 MarkTileDirtyByTile(tile);
2165 * Write house information into the map. For houses > 1 tile, all tiles are marked.
2166 * @param t tile index
2167 * @param town The town related to this house
2168 * @param counter of construction step
2169 * @param stage of construction (used for drawing)
2170 * @param type of house. Index into house specs array
2171 * @param random_bits required for newgrf houses
2172 * @pre house can be built here
2174 static void MakeTownHouse(TileIndex t, Town *town, byte counter, byte stage, HouseID type, byte random_bits)
2176 BuildingFlags size = HouseSpec::Get(type)->building_flags;
2178 ClearMakeHouseTile(t, town, counter, stage, type, random_bits);
2179 if (size & BUILDING_2_TILES_Y) ClearMakeHouseTile(t + TileDiffXY(0, 1), town, counter, stage, ++type, random_bits);
2180 if (size & BUILDING_2_TILES_X) ClearMakeHouseTile(t + TileDiffXY(1, 0), town, counter, stage, ++type, random_bits);
2181 if (size & BUILDING_HAS_4_TILES) ClearMakeHouseTile(t + TileDiffXY(1, 1), town, counter, stage, ++type, random_bits);
2186 * Checks if a house can be built here. Important is slope, bridge above
2187 * and ability to clear the land.
2188 * @param tile tile to check
2189 * @param noslope are slopes (foundations) allowed?
2190 * @return true iff house can be built here
2192 static inline bool CanBuildHouseHere(TileIndex tile, bool noslope)
2194 /* cannot build on these slopes... */
2195 Slope slope = GetTileSlope(tile);
2196 if ((noslope && slope != SLOPE_FLAT) || IsSteepSlope(slope)) return false;
2198 /* at least one RoadTypes allow building the house here? */
2199 if (!RoadTypesAllowHouseHere(tile)) return false;
2201 /* building under a bridge? */
2202 if (IsBridgeAbove(tile)) return false;
2204 /* can we clear the land? */
2205 return DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR).Succeeded();
2210 * Checks if a house can be built at this tile, must have the same max z as parameter.
2211 * @param tile tile to check
2212 * @param z max z of this tile so more parts of a house are at the same height (with foundation)
2213 * @param noslope are slopes (foundations) allowed?
2214 * @return true iff house can be built here
2215 * @see CanBuildHouseHere()
2217 static inline bool CheckBuildHouseSameZ(TileIndex tile, int z, bool noslope)
2219 if (!CanBuildHouseHere(tile, noslope)) return false;
2221 /* if building on slopes is allowed, there will be flattening foundation (to tile max z) */
2222 if (GetTileMaxZ(tile) != z) return false;
2224 return true;
2229 * Checks if a house of size 2x2 can be built at this tile
2230 * @param tile tile, N corner
2231 * @param z maximum tile z so all tile have the same max z
2232 * @param noslope are slopes (foundations) allowed?
2233 * @return true iff house can be built
2234 * @see CheckBuildHouseSameZ()
2236 static bool CheckFree2x2Area(TileIndex tile, int z, bool noslope)
2238 /* we need to check this tile too because we can be at different tile now */
2239 if (!CheckBuildHouseSameZ(tile, z, noslope)) return false;
2241 for (DiagDirection d = DIAGDIR_SE; d < DIAGDIR_END; d++) {
2242 tile += TileOffsByDiagDir(d);
2243 if (!CheckBuildHouseSameZ(tile, z, noslope)) return false;
2246 return true;
2251 * Checks if current town layout allows building here
2252 * @param t town
2253 * @param tile tile to check
2254 * @return true iff town layout allows building here
2255 * @note see layouts
2257 static inline bool TownLayoutAllowsHouseHere(Town *t, TileIndex tile)
2259 /* Allow towns everywhere when we don't build roads */
2260 if (!_settings_game.economy.allow_town_roads && !_generating_world) return true;
2262 TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);
2264 switch (t->layout) {
2265 case TL_2X2_GRID:
2266 if ((grid_pos.x % 3) == 0 || (grid_pos.y % 3) == 0) return false;
2267 break;
2269 case TL_3X3_GRID:
2270 if ((grid_pos.x % 4) == 0 || (grid_pos.y % 4) == 0) return false;
2271 break;
2273 default:
2274 break;
2277 return true;
2282 * Checks if current town layout allows 2x2 building here
2283 * @param t town
2284 * @param tile tile to check
2285 * @return true iff town layout allows 2x2 building here
2286 * @note see layouts
2288 static inline bool TownLayoutAllows2x2HouseHere(Town *t, TileIndex tile)
2290 /* Allow towns everywhere when we don't build roads */
2291 if (!_settings_game.economy.allow_town_roads && !_generating_world) return true;
2293 /* Compute relative position of tile. (Positive offsets are towards north) */
2294 TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);
2296 switch (t->layout) {
2297 case TL_2X2_GRID:
2298 grid_pos.x %= 3;
2299 grid_pos.y %= 3;
2300 if ((grid_pos.x != 2 && grid_pos.x != -1) ||
2301 (grid_pos.y != 2 && grid_pos.y != -1)) return false;
2302 break;
2304 case TL_3X3_GRID:
2305 if ((grid_pos.x & 3) < 2 || (grid_pos.y & 3) < 2) return false;
2306 break;
2308 default:
2309 break;
2312 return true;
2317 * Checks if 1x2 or 2x1 building is allowed here, also takes into account current town layout
2318 * Also, tests both building positions that occupy this tile
2319 * @param tile tile where the building should be built
2320 * @param t town
2321 * @param maxz all tiles should have the same height
2322 * @param noslope are slopes forbidden?
2323 * @param second diagdir from first tile to second tile
2325 static bool CheckTownBuild2House(TileIndex *tile, Town *t, int maxz, bool noslope, DiagDirection second)
2327 /* 'tile' is already checked in BuildTownHouse() - CanBuildHouseHere() and slope test */
2329 TileIndex tile2 = *tile + TileOffsByDiagDir(second);
2330 if (TownLayoutAllowsHouseHere(t, tile2) && CheckBuildHouseSameZ(tile2, maxz, noslope)) return true;
2332 tile2 = *tile + TileOffsByDiagDir(ReverseDiagDir(second));
2333 if (TownLayoutAllowsHouseHere(t, tile2) && CheckBuildHouseSameZ(tile2, maxz, noslope)) {
2334 *tile = tile2;
2335 return true;
2338 return false;
2343 * Checks if 2x2 building is allowed here, also takes into account current town layout
2344 * Also, tests all four building positions that occupy this tile
2345 * @param tile tile where the building should be built
2346 * @param t town
2347 * @param maxz all tiles should have the same height
2348 * @param noslope are slopes forbidden?
2350 static bool CheckTownBuild2x2House(TileIndex *tile, Town *t, int maxz, bool noslope)
2352 TileIndex tile2 = *tile;
2354 for (DiagDirection d = DIAGDIR_SE;; d++) { // 'd' goes through DIAGDIR_SE, DIAGDIR_SW, DIAGDIR_NW, DIAGDIR_END
2355 if (TownLayoutAllows2x2HouseHere(t, tile2) && CheckFree2x2Area(tile2, maxz, noslope)) {
2356 *tile = tile2;
2357 return true;
2359 if (d == DIAGDIR_END) break;
2360 tile2 += TileOffsByDiagDir(ReverseDiagDir(d)); // go clockwise
2363 return false;
2368 * Tries to build a house at this tile
2369 * @param t town the house will belong to
2370 * @param tile where the house will be built
2371 * @return false iff no house can be built at this tile
2373 static bool BuildTownHouse(Town *t, TileIndex tile)
2375 /* forbidden building here by town layout */
2376 if (!TownLayoutAllowsHouseHere(t, tile)) return false;
2378 /* no house allowed at all, bail out */
2379 if (!CanBuildHouseHere(tile, false)) return false;
2381 Slope slope = GetTileSlope(tile);
2382 int maxz = GetTileMaxZ(tile);
2384 /* Get the town zone type of the current tile, as well as the climate.
2385 * This will allow to easily compare with the specs of the new house to build */
2386 HouseZonesBits rad = GetTownRadiusGroup(t, tile);
2388 /* Above snow? */
2389 int land = _settings_game.game_creation.landscape;
2390 if (land == LT_ARCTIC && maxz > HighestSnowLine()) land = -1;
2392 uint bitmask = (1 << rad) + (1 << (land + 12));
2394 /* bits 0-4 are used
2395 * bits 11-15 are used
2396 * bits 5-10 are not used. */
2397 HouseID houses[NUM_HOUSES];
2398 uint num = 0;
2399 uint probs[NUM_HOUSES];
2400 uint probability_max = 0;
2402 /* Generate a list of all possible houses that can be built. */
2403 for (uint i = 0; i < NUM_HOUSES; i++) {
2404 const HouseSpec *hs = HouseSpec::Get(i);
2406 /* Verify that the candidate house spec matches the current tile status */
2407 if ((~hs->building_availability & bitmask) != 0 || !hs->enabled || hs->grf_prop.override != INVALID_HOUSE_ID) continue;
2409 /* Don't let these counters overflow. Global counters are 32bit, there will never be that many houses. */
2410 if (hs->class_id != HOUSE_NO_CLASS) {
2411 /* id_count is always <= class_count, so it doesn't need to be checked */
2412 if (t->cache.building_counts.class_count[hs->class_id] == UINT16_MAX) continue;
2413 } else {
2414 /* If the house has no class, check id_count instead */
2415 if (t->cache.building_counts.id_count[i] == UINT16_MAX) continue;
2418 /* Without NewHouses, all houses have probability '1' */
2419 uint cur_prob = (_loaded_newgrf_features.has_newhouses ? hs->probability : 1);
2420 probability_max += cur_prob;
2421 probs[num] = cur_prob;
2422 houses[num++] = (HouseID)i;
2425 TileIndex baseTile = tile;
2427 while (probability_max > 0) {
2428 /* Building a multitile building can change the location of tile.
2429 * The building would still be built partially on that tile, but
2430 * its northern tile would be elsewhere. However, if the callback
2431 * fails we would be basing further work from the changed tile.
2432 * So a next 1x1 tile building could be built on the wrong tile. */
2433 tile = baseTile;
2435 uint r = RandomRange(probability_max);
2436 uint i;
2437 for (i = 0; i < num; i++) {
2438 if (probs[i] > r) break;
2439 r -= probs[i];
2442 HouseID house = houses[i];
2443 probability_max -= probs[i];
2445 /* remove tested house from the set */
2446 num--;
2447 houses[i] = houses[num];
2448 probs[i] = probs[num];
2450 const HouseSpec *hs = HouseSpec::Get(house);
2452 if (_loaded_newgrf_features.has_newhouses && !_generating_world &&
2453 _game_mode != GM_EDITOR && (hs->extra_flags & BUILDING_IS_HISTORICAL) != 0) {
2454 continue;
2457 if (_cur_year < hs->min_year || _cur_year > hs->max_year) continue;
2459 /* Special houses that there can be only one of. */
2460 uint oneof = 0;
2462 if (hs->building_flags & BUILDING_IS_CHURCH) {
2463 SetBit(oneof, TOWN_HAS_CHURCH);
2464 } else if (hs->building_flags & BUILDING_IS_STADIUM) {
2465 SetBit(oneof, TOWN_HAS_STADIUM);
2468 if (t->flags & oneof) continue;
2470 /* Make sure there is no slope? */
2471 bool noslope = (hs->building_flags & TILE_NOT_SLOPED) != 0;
2472 if (noslope && slope != SLOPE_FLAT) continue;
2474 if (hs->building_flags & TILE_SIZE_2x2) {
2475 if (!CheckTownBuild2x2House(&tile, t, maxz, noslope)) continue;
2476 } else if (hs->building_flags & TILE_SIZE_2x1) {
2477 if (!CheckTownBuild2House(&tile, t, maxz, noslope, DIAGDIR_SW)) continue;
2478 } else if (hs->building_flags & TILE_SIZE_1x2) {
2479 if (!CheckTownBuild2House(&tile, t, maxz, noslope, DIAGDIR_SE)) continue;
2480 } else {
2481 /* 1x1 house checks are already done */
2484 byte random_bits = Random();
2486 if (HasBit(hs->callback_mask, CBM_HOUSE_ALLOW_CONSTRUCTION)) {
2487 uint16 callback_res = GetHouseCallback(CBID_HOUSE_ALLOW_CONSTRUCTION, 0, 0, house, t, tile, true, random_bits);
2488 if (callback_res != CALLBACK_FAILED && !Convert8bitBooleanCallback(hs->grf_prop.grffile, CBID_HOUSE_ALLOW_CONSTRUCTION, callback_res)) continue;
2491 /* build the house */
2492 t->cache.num_houses++;
2494 /* Special houses that there can be only one of. */
2495 t->flags |= oneof;
2497 byte construction_counter = 0;
2498 byte construction_stage = 0;
2500 if (_generating_world || _game_mode == GM_EDITOR) {
2501 uint32 r = Random();
2503 construction_stage = TOWN_HOUSE_COMPLETED;
2504 if (Chance16(1, 7)) construction_stage = GB(r, 0, 2);
2506 if (construction_stage == TOWN_HOUSE_COMPLETED) {
2507 ChangePopulation(t, hs->population);
2508 } else {
2509 construction_counter = GB(r, 2, 2);
2513 MakeTownHouse(tile, t, construction_counter, construction_stage, house, random_bits);
2514 UpdateTownRadius(t);
2515 UpdateTownCargoes(t, tile);
2517 return true;
2520 return false;
2524 * Update data structures when a house is removed
2525 * @param tile Tile of the house
2526 * @param t Town owning the house
2527 * @param house House type
2529 static void DoClearTownHouseHelper(TileIndex tile, Town *t, HouseID house)
2531 assert(IsTileType(tile, MP_HOUSE));
2532 DecreaseBuildingCount(t, house);
2533 DoClearSquare(tile);
2534 DeleteAnimatedTile(tile);
2536 DeleteNewGRFInspectWindow(GSF_HOUSES, tile);
2540 * Determines if a given HouseID is part of a multitile house.
2541 * The given ID is set to the ID of the north tile and the TileDiff to the north tile is returned.
2543 * @param house Is changed to the HouseID of the north tile of the same house
2544 * @return TileDiff from the tile of the given HouseID to the north tile
2546 TileIndexDiff GetHouseNorthPart(HouseID &house)
2548 if (house >= 3) { // house id 0,1,2 MUST be single tile houses, or this code breaks.
2549 if (HouseSpec::Get(house - 1)->building_flags & TILE_SIZE_2x1) {
2550 house--;
2551 return TileDiffXY(-1, 0);
2552 } else if (HouseSpec::Get(house - 1)->building_flags & BUILDING_2_TILES_Y) {
2553 house--;
2554 return TileDiffXY(0, -1);
2555 } else if (HouseSpec::Get(house - 2)->building_flags & BUILDING_HAS_4_TILES) {
2556 house -= 2;
2557 return TileDiffXY(-1, 0);
2558 } else if (HouseSpec::Get(house - 3)->building_flags & BUILDING_HAS_4_TILES) {
2559 house -= 3;
2560 return TileDiffXY(-1, -1);
2563 return 0;
2566 void ClearTownHouse(Town *t, TileIndex tile)
2568 assert(IsTileType(tile, MP_HOUSE));
2570 HouseID house = GetHouseType(tile);
2572 /* need to align the tile to point to the upper left corner of the house */
2573 tile += GetHouseNorthPart(house); // modifies house to the ID of the north tile
2575 const HouseSpec *hs = HouseSpec::Get(house);
2577 /* Remove population from the town if the house is finished. */
2578 if (IsHouseCompleted(tile)) {
2579 ChangePopulation(t, -hs->population);
2582 t->cache.num_houses--;
2584 /* Clear flags for houses that only may exist once/town. */
2585 if (hs->building_flags & BUILDING_IS_CHURCH) {
2586 ClrBit(t->flags, TOWN_HAS_CHURCH);
2587 } else if (hs->building_flags & BUILDING_IS_STADIUM) {
2588 ClrBit(t->flags, TOWN_HAS_STADIUM);
2591 /* Do the actual clearing of tiles */
2592 uint eflags = hs->building_flags;
2593 DoClearTownHouseHelper(tile, t, house);
2594 if (eflags & BUILDING_2_TILES_Y) DoClearTownHouseHelper(tile + TileDiffXY(0, 1), t, ++house);
2595 if (eflags & BUILDING_2_TILES_X) DoClearTownHouseHelper(tile + TileDiffXY(1, 0), t, ++house);
2596 if (eflags & BUILDING_HAS_4_TILES) DoClearTownHouseHelper(tile + TileDiffXY(1, 1), t, ++house);
2598 UpdateTownRadius(t);
2600 /* Update cargo acceptance. */
2601 UpdateTownCargoes(t, tile);
2605 * Rename a town (server-only).
2606 * @param tile unused
2607 * @param flags type of operation
2608 * @param p1 town ID to rename
2609 * @param p2 unused
2610 * @param text the new name or an empty string when resetting to the default
2611 * @return the cost of this operation or an error
2613 CommandCost CmdRenameTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
2615 Town *t = Town::GetIfValid(p1);
2616 if (t == nullptr) return CommandError();
2618 bool reset = StrEmpty(text);
2620 if (!reset) {
2621 if (Utf8StringLength(text) >= MAX_LENGTH_TOWN_NAME_CHARS) return CommandError();
2622 if (!IsUniqueTownName(text)) return CommandError(STR_ERROR_NAME_MUST_BE_UNIQUE);
2625 if (flags & DC_EXEC) {
2626 free(t->name);
2627 t->name = reset ? nullptr : stredup(text);
2629 t->UpdateVirtCoord();
2630 InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 1);
2631 UpdateAllStationVirtCoords();
2633 return CommandCost();
2637 * Determines the first cargo with a certain town effect
2638 * @param effect Town effect of interest
2639 * @return first active cargo slot with that effect
2641 const CargoSpec *FindFirstCargoWithTownEffect(TownEffect effect)
2643 const CargoSpec *cs;
2644 FOR_ALL_CARGOSPECS(cs) {
2645 if (cs->town_effect == effect) return cs;
2647 return nullptr;
2650 static void UpdateTownGrowRate(Town *t);
2653 * Change the cargo goal of a town.
2654 * @param tile Unused.
2655 * @param flags Type of operation.
2656 * @param p1 various bitstuffed elements
2657 * - p1 = (bit 0 - 15) - Town ID to cargo game of.
2658 * - p1 = (bit 16 - 23) - TownEffect to change the game of.
2659 * @param p2 The new goal value.
2660 * @param text Unused.
2661 * @return Empty cost or an error.
2663 CommandCost CmdTownCargoGoal(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
2665 if (_current_company != OWNER_DEITY) return CommandError();
2667 TownEffect te = (TownEffect)GB(p1, 16, 8);
2668 if (te < TE_BEGIN || te >= TE_END) return CommandError();
2670 uint16 index = GB(p1, 0, 16);
2671 Town *t = Town::GetIfValid(index);
2672 if (t == nullptr) return CommandError();
2674 /* Validate if there is a cargo which is the requested TownEffect */
2675 const CargoSpec *cargo = FindFirstCargoWithTownEffect(te);
2676 if (cargo == nullptr) return CommandError();
2678 if (flags & DC_EXEC) {
2679 t->goal[te] = p2;
2680 UpdateTownGrowRate(t);
2681 InvalidateWindowData(WC_TOWN_VIEW, index);
2684 return CommandCost();
2688 * Set a custom text in the Town window.
2689 * @param tile Unused.
2690 * @param flags Type of operation.
2691 * @param p1 Town ID to change the text of.
2692 * @param p2 Unused.
2693 * @param text The new text (empty to remove the text).
2694 * @return Empty cost or an error.
2696 CommandCost CmdTownSetText(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
2698 if (_current_company != OWNER_DEITY) return CommandError();
2699 Town *t = Town::GetIfValid(p1);
2700 if (t == nullptr) return CommandError();
2702 if (flags & DC_EXEC) {
2703 free(t->text);
2704 t->text = StrEmpty(text) ? nullptr : stredup(text);
2705 InvalidateWindowData(WC_TOWN_VIEW, p1);
2708 return CommandCost();
2712 * Change the growth rate of the town.
2713 * @param tile Unused.
2714 * @param flags Type of operation.
2715 * @param p1 Town ID to cargo game of.
2716 * @param p2 Amount of days between growth, or TOWN_GROWTH_RATE_NONE, or 0 to reset custom growth rate.
2717 * @param text Unused.
2718 * @return Empty cost or an error.
2720 CommandCost CmdTownGrowthRate(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
2722 if (_current_company != OWNER_DEITY) return CommandError();
2724 Town *t = Town::GetIfValid(p1);
2725 if (t == nullptr) return CommandError();
2727 if (flags & DC_EXEC) {
2728 if (p2 == 0) {
2729 /* Just clear the flag, UpdateTownGrowRate will determine a proper growth rate */
2730 ClrBit(t->flags, TOWN_CUSTOM_GROWTH);
2731 } else {
2732 const Ticks old_rate = t->growth_rate;
2734 if (t->grow_counter >= old_rate) {
2735 /* This also catches old_rate == 0 */
2736 t->grow_counter = p2;
2737 } else {
2738 /* Scale grow_counter, so half finished houses stay half finished */
2739 t->grow_counter = t->grow_counter * p2 / old_rate;
2741 t->growth_rate = p2;
2742 SetBit(t->flags, TOWN_CUSTOM_GROWTH);
2744 UpdateTownGrowRate(t);
2745 InvalidateWindowData(WC_TOWN_VIEW, p1);
2748 return CommandCost();
2752 * Expand a town (scenario editor only).
2753 * @param tile Unused.
2754 * @param flags Type of operation.
2755 * @param p1 Town ID to expand.
2756 * @param p2 Amount to grow, or 0 to grow a random size up to the current amount of houses.
2757 * @param text Unused.
2758 * @return Empty cost or an error.
2760 CommandCost CmdExpandTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
2762 if (_game_mode != GM_EDITOR && _current_company != OWNER_DEITY) return CommandError();
2763 Town *t = Town::GetIfValid(p1);
2764 if (t == nullptr) return CommandError();
2766 if (flags & DC_EXEC) {
2767 /* The more houses, the faster we grow */
2768 if (p2 == 0) {
2769 uint amount = RandomRange(ClampToU16(t->cache.num_houses / 10)) + 3;
2770 t->cache.num_houses += amount;
2771 UpdateTownRadius(t);
2773 uint n = amount * 10;
2774 do GrowTown(t); while (--n);
2776 t->cache.num_houses -= amount;
2777 } else {
2778 for (; p2 > 0; p2--) {
2779 /* Try several times to grow, as we are really suppose to grow */
2780 for (uint i = 0; i < 25; i++) if (GrowTown(t)) break;
2783 UpdateTownRadius(t);
2785 UpdateTownMaxPass(t);
2788 return CommandCost();
2792 * Delete a town (scenario editor or worldgen only).
2793 * @param tile Unused.
2794 * @param flags Type of operation.
2795 * @param p1 Town ID to delete.
2796 * @param p2 Unused.
2797 * @param text Unused.
2798 * @return Empty cost or an error.
2800 CommandCost CmdDeleteTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
2802 if (_game_mode != GM_EDITOR && !_generating_world) return CommandError();
2803 Town *t = Town::GetIfValid(p1);
2804 if (t == nullptr) return CommandError();
2806 /* Stations refer to towns. */
2807 const Station *st;
2808 FOR_ALL_STATIONS(st) {
2809 if (st->town == t) {
2810 /* Non-oil rig stations are always a problem. */
2811 if (!(st->facilities & FACIL_AIRPORT) || st->airport.type != AT_OILRIG) return CommandError();
2812 /* We can only automatically delete oil rigs *if* there's no vehicle on them. */
2813 CommandCost ret = DoCommand(st->airport.tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
2814 if (ret.Failed()) return ret;
2818 /* Depots refer to towns. */
2819 const Depot *d;
2820 FOR_ALL_DEPOTS(d) {
2821 if (d->town == t) return CommandError();
2824 /* Check all tiles for town ownership. */
2825 for (TileIndex tile = 0; tile < MapSize(); ++tile) {
2826 bool try_clear = false;
2827 switch (GetTileType(tile)) {
2828 case MP_ROAD:
2829 try_clear = HasTownOwnedRoad(tile) && GetTownIndex(tile) == t->index;
2830 break;
2832 case MP_TUNNELBRIDGE:
2833 try_clear = IsTileOwner(tile, OWNER_TOWN) && ClosestTownFromTile(tile, UINT_MAX) == t;
2834 break;
2836 case MP_HOUSE:
2837 try_clear = GetTownIndex(tile) == t->index;
2838 break;
2840 case MP_INDUSTRY:
2841 try_clear = Industry::GetByTile(tile)->town == t;
2842 break;
2844 case MP_OBJECT:
2845 if (Town::GetNumItems() == 1) {
2846 /* No towns will be left, remove it! */
2847 try_clear = true;
2848 } else {
2849 Object *o = Object::GetByTile(tile);
2850 if (o->town == t) {
2851 if (o->type == OBJECT_STATUE) {
2852 /* Statue... always remove. */
2853 try_clear = true;
2854 } else {
2855 /* Tell to find a new town. */
2856 if (flags & DC_EXEC) o->town = nullptr;
2860 break;
2862 default:
2863 break;
2865 if (try_clear) {
2866 CommandCost ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
2867 if (ret.Failed()) return ret;
2871 /* The town destructor will delete the other things related to the town. */
2872 if (flags & DC_EXEC) delete t;
2874 return CommandCost();
2878 * Factor in the cost of each town action.
2879 * @see TownActions
2881 const byte _town_action_costs[TACT_COUNT] = {
2882 2, 4, 9, 35, 48, 53, 117, 175
2885 static CommandCost TownActionAdvertiseSmall(Town *t, DoCommandFlag flags)
2887 if (flags & DC_EXEC) {
2888 ModifyStationRatingAround(t->xy, _current_company, 0x40, 10);
2890 return CommandCost();
2893 static CommandCost TownActionAdvertiseMedium(Town *t, DoCommandFlag flags)
2895 if (flags & DC_EXEC) {
2896 ModifyStationRatingAround(t->xy, _current_company, 0x70, 15);
2898 return CommandCost();
2901 static CommandCost TownActionAdvertiseLarge(Town *t, DoCommandFlag flags)
2903 if (flags & DC_EXEC) {
2904 ModifyStationRatingAround(t->xy, _current_company, 0xA0, 20);
2906 return CommandCost();
2909 static CommandCost TownActionRoadRebuild(Town *t, DoCommandFlag flags)
2911 /* Check if the company is allowed to fund new roads. */
2912 if (!_settings_game.economy.fund_roads) return CommandError();
2914 if (flags & DC_EXEC) {
2915 t->road_build_months = 6;
2917 char company_name[MAX_LENGTH_COMPANY_NAME_CHARS * MAX_CHAR_LENGTH];
2918 SetDParam(0, _current_company);
2919 GetString(company_name, STR_COMPANY_NAME, lastof(company_name));
2921 char *cn = stredup(company_name);
2922 SetDParam(0, t->index);
2923 SetDParamStr(1, cn);
2925 AddNewsItem(STR_NEWS_ROAD_REBUILDING, NT_GENERAL, NF_NORMAL, NR_TOWN, t->index, NR_NONE, UINT32_MAX, cn);
2926 AI::BroadcastNewEvent(new ScriptEventRoadReconstruction((ScriptCompany::CompanyID)(Owner)_current_company, t->index));
2927 Game::NewEvent(new ScriptEventRoadReconstruction((ScriptCompany::CompanyID)(Owner)_current_company, t->index));
2929 return CommandCost();
2933 * Check whether the land can be cleared.
2934 * @param tile Tile to check.
2935 * @return The tile can be cleared.
2937 static bool TryClearTile(TileIndex tile)
2939 Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
2940 CommandCost r = DoCommand(tile, 0, 0, DC_NONE, CMD_LANDSCAPE_CLEAR);
2941 cur_company.Restore();
2942 return r.Succeeded();
2945 /** Structure for storing data while searching the best place to build a statue. */
2946 struct StatueBuildSearchData {
2947 TileIndex best_position; ///< Best position found so far.
2948 int tile_count; ///< Number of tiles tried.
2950 StatueBuildSearchData(TileIndex best_pos, int count) : best_position(best_pos), tile_count(count) { }
2954 * Search callback function for #TownActionBuildStatue.
2955 * @param tile Tile on which to perform the search.
2956 * @param user_data Reference to the statue search data.
2957 * @return Result of the test.
2959 static bool SearchTileForStatue(TileIndex tile, void *user_data)
2961 static const int STATUE_NUMBER_INNER_TILES = 25; // Number of tiles int the center of the city, where we try to protect houses.
2963 StatueBuildSearchData *statue_data = (StatueBuildSearchData *)user_data;
2964 statue_data->tile_count++;
2966 /* Statues can be build on slopes, just like houses. Only the steep slopes is a no go. */
2967 if (IsSteepSlope(GetTileSlope(tile))) return false;
2968 /* Don't build statues under bridges. */
2969 if (IsBridgeAbove(tile)) return false;
2971 /* A clear-able open space is always preferred. */
2972 if ((IsTileType(tile, MP_CLEAR) || IsTileType(tile, MP_TREES)) && TryClearTile(tile)) {
2973 statue_data->best_position = tile;
2974 return true;
2977 bool house = IsTileType(tile, MP_HOUSE);
2979 /* Searching inside the inner circle. */
2980 if (statue_data->tile_count <= STATUE_NUMBER_INNER_TILES) {
2981 /* Save first house in inner circle. */
2982 if (house && statue_data->best_position == INVALID_TILE && TryClearTile(tile)) {
2983 statue_data->best_position = tile;
2986 /* If we have reached the end of the inner circle, and have a saved house, terminate the search. */
2987 return statue_data->tile_count == STATUE_NUMBER_INNER_TILES && statue_data->best_position != INVALID_TILE;
2990 /* Searching outside the circle, just pick the first possible spot. */
2991 statue_data->best_position = tile; // Is optimistic, the condition below must also hold.
2992 return house && TryClearTile(tile);
2996 * Perform a 9x9 tiles circular search from the center of the town
2997 * in order to find a free tile to place a statue
2998 * @param t town to search in
2999 * @param flags Used to check if the statue must be built or not.
3000 * @return Empty cost or an error.
3002 static CommandCost TownActionBuildStatue(Town *t, DoCommandFlag flags)
3004 if (!Object::CanAllocateItem()) return CommandError(STR_ERROR_TOO_MANY_OBJECTS);
3006 TileIndex tile = t->xy;
3007 StatueBuildSearchData statue_data(INVALID_TILE, 0);
3008 if (!CircularTileSearch(&tile, 9, SearchTileForStatue, &statue_data)) return CommandError(STR_ERROR_STATUE_NO_SUITABLE_PLACE);
3010 if (flags & DC_EXEC) {
3011 Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
3012 DoCommand(statue_data.best_position, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
3013 cur_company.Restore();
3014 BuildObject(OBJECT_STATUE, statue_data.best_position, _current_company, t);
3015 SetBit(t->statues, _current_company); // Once found and built, "inform" the Town.
3016 MarkTileDirtyByTile(statue_data.best_position);
3018 return CommandCost();
3021 static CommandCost TownActionFundBuildings(Town *t, DoCommandFlag flags)
3023 /* Check if it's allowed to buy the rights */
3024 if (!_settings_game.economy.fund_buildings) return CommandError();
3026 if (flags & DC_EXEC) {
3027 /* And grow for 3 months */
3028 t->fund_buildings_months = 3;
3030 /* Enable growth (also checking GameScript's opinion) */
3031 UpdateTownGrowRate(t);
3033 /* Build a new house, but add a small delay to make sure
3034 * that spamming funding doesn't let town grow any faster
3035 * than 1 house per 2 * TOWN_GROWTH_TICKS ticks.
3036 * Also emulate original behaviour when town was only growing in
3037 * TOWN_GROWTH_TICKS intervals, to make sure that it's not too
3038 * tick-perfect and gives player some time window where he can
3039 * spam funding with the exact same effeciency.
3041 t->grow_counter = min(t->grow_counter, 2 * TOWN_GROWTH_TICKS - (t->growth_rate - t->grow_counter) % TOWN_GROWTH_TICKS);
3043 SetWindowDirty(WC_TOWN_VIEW, t->index);
3045 return CommandCost();
3048 static CommandCost TownActionBuyRights(Town *t, DoCommandFlag flags)
3050 /* Check if it's allowed to buy the rights */
3051 if (!_settings_game.economy.exclusive_rights) return CommandError();
3053 if (flags & DC_EXEC) {
3054 t->exclusive_counter = 12;
3055 t->exclusivity = _current_company;
3057 ModifyStationRatingAround(t->xy, _current_company, 130, 17);
3059 SetWindowClassesDirty(WC_STATION_VIEW);
3061 /* Spawn news message */
3062 CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
3063 cni->FillData(Company::Get(_current_company));
3064 SetDParam(0, STR_NEWS_EXCLUSIVE_RIGHTS_TITLE);
3065 SetDParam(1, STR_NEWS_EXCLUSIVE_RIGHTS_DESCRIPTION);
3066 SetDParam(2, t->index);
3067 SetDParamStr(3, cni->company_name);
3068 AddNewsItem(STR_MESSAGE_NEWS_FORMAT, NT_GENERAL, NF_COMPANY, NR_TOWN, t->index, NR_NONE, UINT32_MAX, cni);
3069 AI::BroadcastNewEvent(new ScriptEventExclusiveTransportRights((ScriptCompany::CompanyID)(Owner)_current_company, t->index));
3070 Game::NewEvent(new ScriptEventExclusiveTransportRights((ScriptCompany::CompanyID)(Owner)_current_company, t->index));
3072 return CommandCost();
3075 static CommandCost TownActionBribe(Town *t, DoCommandFlag flags)
3077 if (flags & DC_EXEC) {
3078 if (Chance16(1, 14)) {
3079 /* set as unwanted for 6 months */
3080 t->unwanted[_current_company] = 6;
3082 /* set all close by station ratings to 0 */
3083 Station *st;
3084 FOR_ALL_STATIONS(st) {
3085 if (st->town == t && st->owner == _current_company) {
3086 for (CargoID i = 0; i < NUM_CARGO; i++) st->goods[i].rating = 0;
3090 /* only show error message to the executing player. All errors are handled command.c
3091 * but this is special, because it can only 'fail' on a DC_EXEC */
3092 if (IsLocalCompany()) ShowErrorMessage(STR_ERROR_BRIBE_FAILED, INVALID_STRING_ID, WL_INFO);
3094 /* decrease by a lot!
3095 * ChangeTownRating is only for stuff in demolishing. Bribe failure should
3096 * be independent of any cheat settings
3098 if (t->ratings[_current_company] > RATING_BRIBE_DOWN_TO) {
3099 t->ratings[_current_company] = RATING_BRIBE_DOWN_TO;
3100 t->UpdateVirtCoord();
3101 SetWindowDirty(WC_TOWN_AUTHORITY, t->index);
3103 } else {
3104 ChangeTownRating(t, RATING_BRIBE_UP_STEP, RATING_BRIBE_MAXIMUM, DC_EXEC);
3107 return CommandCost();
3110 typedef CommandCost TownActionProc(Town *t, DoCommandFlag flags);
3111 static TownActionProc * const _town_action_proc[] = {
3112 TownActionAdvertiseSmall,
3113 TownActionAdvertiseMedium,
3114 TownActionAdvertiseLarge,
3115 TownActionRoadRebuild,
3116 TownActionBuildStatue,
3117 TownActionFundBuildings,
3118 TownActionBuyRights,
3119 TownActionBribe
3123 * Get a list of available actions to do at a town.
3124 * @param nump if not nullptr add put the number of available actions in it
3125 * @param cid the company that is querying the town
3126 * @param t the town that is queried
3127 * @return bitmasked value of enabled actions
3129 uint GetMaskOfTownActions(int *nump, CompanyID cid, const Town *t)
3131 int num = 0;
3132 TownActions buttons = TACT_NONE;
3134 /* Spectators and unwanted have no options */
3135 if (cid != COMPANY_SPECTATOR && !(_settings_game.economy.bribe && t->unwanted[cid])) {
3137 /* Things worth more than this are not shown */
3138 Money avail = Company::Get(cid)->money + _price[PR_STATION_VALUE] * 200;
3140 /* Check the action bits for validity and
3141 * if they are valid add them */
3142 for (uint i = 0; i != lengthof(_town_action_costs); i++) {
3143 const TownActions cur = (TownActions)(1 << i);
3145 /* Is the company not able to bribe ? */
3146 if (cur == TACT_BRIBE && (!_settings_game.economy.bribe || t->ratings[cid] >= RATING_BRIBE_MAXIMUM)) continue;
3148 /* Is the company not able to buy exclusive rights ? */
3149 if (cur == TACT_BUY_RIGHTS && !_settings_game.economy.exclusive_rights) continue;
3151 /* Is the company not able to fund buildings ? */
3152 if (cur == TACT_FUND_BUILDINGS && !_settings_game.economy.fund_buildings) continue;
3154 /* Is the company not able to fund local road reconstruction? */
3155 if (cur == TACT_ROAD_REBUILD && !_settings_game.economy.fund_roads) continue;
3157 /* Is the company not able to build a statue ? */
3158 if (cur == TACT_BUILD_STATUE && HasBit(t->statues, cid)) continue;
3160 if (avail >= _town_action_costs[i] * _price[PR_TOWN_ACTION] >> 8) {
3161 buttons |= cur;
3162 num++;
3167 if (nump != nullptr) *nump = num;
3168 return buttons;
3172 * Do a town action.
3173 * This performs an action such as advertising, building a statue, funding buildings,
3174 * but also bribing the town-council
3175 * @param tile unused
3176 * @param flags type of operation
3177 * @param p1 town to do the action at
3178 * @param p2 action to perform, @see _town_action_proc for the list of available actions
3179 * @param text unused
3180 * @return the cost of this operation or an error
3182 CommandCost CmdDoTownAction(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
3184 Town *t = Town::GetIfValid(p1);
3185 if (t == nullptr || p2 >= lengthof(_town_action_proc)) return CommandError();
3187 if (!HasBit(GetMaskOfTownActions(nullptr, _current_company, t), p2)) return CommandError();
3189 CommandCost cost(EXPENSES_OTHER, _price[PR_TOWN_ACTION] * _town_action_costs[p2] >> 8);
3191 CommandCost ret = _town_action_proc[p2](t, flags);
3192 if (ret.Failed()) return ret;
3194 if (flags & DC_EXEC) {
3195 SetWindowDirty(WC_TOWN_AUTHORITY, p1);
3198 return cost;
3201 static void UpdateTownRating(Town *t)
3203 /* Increase company ratings if they're low */
3204 const Company *c;
3205 FOR_ALL_COMPANIES(c) {
3206 if (t->ratings[c->index] < RATING_GROWTH_MAXIMUM) {
3207 t->ratings[c->index] = min((int)RATING_GROWTH_MAXIMUM, t->ratings[c->index] + RATING_GROWTH_UP_STEP);
3211 const Station *st;
3212 FOR_ALL_STATIONS(st) {
3213 if (DistanceSquare(st->xy, t->xy) <= t->cache.squared_town_zone_radius[0]) {
3214 if (st->time_since_load <= 20 || st->time_since_unload <= 20) {
3215 if (Company::IsValidID(st->owner)) {
3216 int new_rating = t->ratings[st->owner] + RATING_STATION_UP_STEP;
3217 t->ratings[st->owner] = min(new_rating, INT16_MAX); // do not let it overflow
3219 } else {
3220 if (Company::IsValidID(st->owner)) {
3221 int new_rating = t->ratings[st->owner] + RATING_STATION_DOWN_STEP;
3222 t->ratings[st->owner] = max(new_rating, INT16_MIN);
3228 /* clamp all ratings to valid values */
3229 for (uint i = 0; i < MAX_COMPANIES; i++) {
3230 t->ratings[i] = Clamp(t->ratings[i], RATING_MINIMUM, RATING_MAXIMUM);
3233 t->UpdateVirtCoord();
3234 SetWindowDirty(WC_TOWN_AUTHORITY, t->index);
3237 static void UpdateTownGrowRate(Town *t)
3239 ClrBit(t->flags, TOWN_IS_GROWING);
3240 SetWindowDirty(WC_TOWN_VIEW, t->index);
3242 if (_settings_game.economy.town_growth_rate == 0 && t->fund_buildings_months == 0) return;
3244 if (t->fund_buildings_months == 0) {
3245 /* Check if all goals are reached for this town to grow (given we are not funding it) */
3246 for (int i = TE_BEGIN; i < TE_END; i++) {
3247 switch (t->goal[i]) {
3248 case TOWN_GROWTH_WINTER:
3249 if (TileHeight(t->xy) >= GetSnowLine() && t->received[i].old_act == 0 && t->cache.population > 90) return;
3250 break;
3251 case TOWN_GROWTH_DESERT:
3252 if (GetTropicZone(t->xy) == TROPICZONE_DESERT && t->received[i].old_act == 0 && t->cache.population > 60) return;
3253 break;
3254 default:
3255 if (t->goal[i] > t->received[i].old_act) return;
3256 break;
3261 if (HasBit(t->flags, TOWN_CUSTOM_GROWTH)) {
3262 if (t->growth_rate != TOWN_GROWTH_RATE_NONE) SetBit(t->flags, TOWN_IS_GROWING);
3263 SetWindowDirty(WC_TOWN_VIEW, t->index);
3264 return;
3268 * Towns are processed every TOWN_GROWTH_TICKS ticks, and this is the
3269 * number of times towns are processed before a new building is built.
3271 static const uint16 _grow_count_values[2][6] = {
3272 { 120, 120, 120, 100, 80, 60 }, // Fund new buildings has been activated
3273 { 320, 420, 300, 220, 160, 100 } // Normal values
3276 int n = 0;
3278 const Station *st;
3279 FOR_ALL_STATIONS(st) {
3280 if (DistanceSquare(st->xy, t->xy) <= t->cache.squared_town_zone_radius[0]) {
3281 if (st->time_since_load <= 20 || st->time_since_unload <= 20) {
3282 n++;
3287 uint16 m;
3289 if (t->fund_buildings_months != 0) {
3290 m = _grow_count_values[0][min(n, 5)];
3291 } else {
3292 m = _grow_count_values[1][min(n, 5)];
3293 if (n == 0 && !Chance16(1, 12)) return;
3296 /* Use the normal growth rate values if new buildings have been funded in
3297 * this town and the growth rate is set to none. */
3298 uint growth_multiplier = _settings_game.economy.town_growth_rate != 0 ? _settings_game.economy.town_growth_rate - 1 : 1;
3300 m >>= growth_multiplier;
3301 if (t->larger_town) m /= 2;
3303 t->growth_rate = TownTicksToGameTicks(m / (t->cache.num_houses / 50 + 1));
3304 t->grow_counter = min(t->growth_rate, t->grow_counter);
3306 SetBit(t->flags, TOWN_IS_GROWING);
3307 SetWindowDirty(WC_TOWN_VIEW, t->index);
3310 static void UpdateTownAmounts(Town *t)
3312 for (CargoID i = 0; i < NUM_CARGO; i++) t->supplied[i].NewMonth();
3313 for (int i = TE_BEGIN; i < TE_END; i++) t->received[i].NewMonth();
3314 if (t->fund_buildings_months != 0) t->fund_buildings_months--;
3316 SetWindowDirty(WC_TOWN_VIEW, t->index);
3319 static void UpdateTownUnwanted(Town *t)
3321 const Company *c;
3323 FOR_ALL_COMPANIES(c) {
3324 if (t->unwanted[c->index] > 0) t->unwanted[c->index]--;
3329 * Checks whether the local authority allows construction of a new station (rail, road, airport, dock) on the given tile
3330 * @param tile The tile where the station shall be constructed.
3331 * @param flags Command flags. DC_NO_TEST_TOWN_RATING is tested.
3332 * @return Succeeded or failed command.
3334 CommandCost CheckIfAuthorityAllowsNewStation(TileIndex tile, DoCommandFlag flags)
3336 return CommandCost();
3340 * Return the town closest to the given tile within \a threshold.
3341 * @param tile Starting point of the search.
3342 * @param threshold Biggest allowed distance to the town.
3343 * @return Closest town to \a tile within \a threshold, or \c nullptr if there is no such town.
3345 * @note This function only uses distance, the #ClosestTownFromTile function also takes town ownership into account.
3347 Town *CalcClosestTownFromTile(TileIndex tile, uint threshold)
3349 Town *t;
3350 uint best = threshold;
3351 Town *best_town = nullptr;
3353 FOR_ALL_TOWNS(t) {
3354 uint dist = DistanceManhattan(tile, t->xy);
3355 if (dist < best) {
3356 best = dist;
3357 best_town = t;
3361 return best_town;
3365 * Return the town closest (in distance or ownership) to a given tile, within a given threshold.
3366 * @param tile Starting point of the search.
3367 * @param threshold Biggest allowed distance to the town.
3368 * @return Closest town to \a tile within \a threshold, or \c nullptr if there is no such town.
3370 * @note If you only care about distance, you can use the #CalcClosestTownFromTile function.
3372 Town *ClosestTownFromTile(TileIndex tile, uint threshold)
3374 switch (GetTileType(tile)) {
3375 case MP_ROAD:
3376 if (IsRoadDepot(tile)) return CalcClosestTownFromTile(tile, threshold);
3378 if (!HasTownOwnedRoad(tile)) {
3379 TownID tid = GetTownIndex(tile);
3381 if (tid == (TownID)INVALID_TOWN) {
3382 /* in the case we are generating "many random towns", this value may be INVALID_TOWN */
3383 if (_generating_world) return CalcClosestTownFromTile(tile, threshold);
3384 assert(Town::GetNumItems() == 0);
3385 return nullptr;
3388 assert(Town::IsValidID(tid));
3389 Town *town = Town::Get(tid);
3391 if (DistanceManhattan(tile, town->xy) >= threshold) town = nullptr;
3393 return town;
3395 FALLTHROUGH;
3397 case MP_HOUSE:
3398 return Town::GetByTile(tile);
3400 default:
3401 return CalcClosestTownFromTile(tile, threshold);
3405 static bool _town_rating_test = false; ///< If \c true, town rating is in test-mode.
3406 static SmallMap<const Town *, int, 4> _town_test_ratings; ///< Map of towns to modified ratings, while in town rating test-mode.
3409 * Switch the town rating to test-mode, to allow commands to be tested without affecting current ratings.
3410 * The function is safe to use in nested calls.
3411 * @param mode Test mode switch (\c true means go to test-mode, \c false means leave test-mode).
3413 void SetTownRatingTestMode(bool mode)
3415 static int ref_count = 0; // Number of times test-mode is switched on.
3416 if (mode) {
3417 if (ref_count == 0) {
3418 _town_test_ratings.Clear();
3420 ref_count++;
3421 } else {
3422 assert(ref_count > 0);
3423 ref_count--;
3425 _town_rating_test = !(ref_count == 0);
3429 * Get the rating of a town for the #_current_company.
3430 * @param t Town to get the rating from.
3431 * @return Rating of the current company in the given town.
3433 static int GetRating(const Town *t)
3435 if (_town_rating_test) {
3436 SmallMap<const Town *, int>::iterator it = _town_test_ratings.Find(t);
3437 if (it != _town_test_ratings.End()) {
3438 return it->second;
3441 return t->ratings[_current_company];
3445 * Changes town rating of the current company
3446 * @param t Town to affect
3447 * @param add Value to add
3448 * @param max Minimum (add < 0) resp. maximum (add > 0) rating that should be achievable with this change.
3449 * @param flags Command flags, especially DC_NO_MODIFY_TOWN_RATING is tested
3451 void ChangeTownRating(Town *t, int add, int max, DoCommandFlag flags)
3453 /* if magic_bulldozer cheat is active, town doesn't penalize for removing stuff */
3454 if (t == nullptr || (flags & DC_NO_MODIFY_TOWN_RATING) ||
3455 !Company::IsValidID(_current_company) ||
3456 (_cheats.magic_bulldozer.value && add < 0)) {
3457 return;
3460 int rating = GetRating(t);
3461 if (add < 0) {
3462 if (rating > max) {
3463 rating += add;
3464 if (rating < max) rating = max;
3466 } else {
3467 if (rating < max) {
3468 rating += add;
3469 if (rating > max) rating = max;
3472 if (_town_rating_test) {
3473 _town_test_ratings[t] = rating;
3474 } else {
3475 SetBit(t->have_ratings, _current_company);
3476 t->ratings[_current_company] = rating;
3477 t->UpdateVirtCoord();
3478 SetWindowDirty(WC_TOWN_AUTHORITY, t->index);
3483 * Does the town authority allow the (destructive) action of the current company?
3484 * @param flags Checking flags of the command.
3485 * @param t Town that must allow the company action.
3486 * @param type Type of action that is wanted.
3487 * @return A succeeded command if the action is allowed, a failed command if it is not allowed.
3489 CommandCost CheckforTownRating(DoCommandFlag flags, Town *t, TownRatingCheckType type)
3491 /* if magic_bulldozer cheat is active, town doesn't restrict your destructive actions */
3492 if (t == nullptr || !Company::IsValidID(_current_company) ||
3493 _cheats.magic_bulldozer.value || (flags & DC_NO_TEST_TOWN_RATING)) {
3494 return CommandCost();
3497 /* minimum rating needed to be allowed to remove stuff */
3498 static const int needed_rating[][TOWN_RATING_CHECK_TYPE_COUNT] = {
3499 /* ROAD_REMOVE, TUNNELBRIDGE_REMOVE */
3500 { RATING_ROAD_NEEDED_PERMISSIVE, RATING_TUNNEL_BRIDGE_NEEDED_PERMISSIVE}, // Permissive
3501 { RATING_ROAD_NEEDED_NEUTRAL, RATING_TUNNEL_BRIDGE_NEEDED_NEUTRAL}, // Neutral
3502 { RATING_ROAD_NEEDED_HOSTILE, RATING_TUNNEL_BRIDGE_NEEDED_HOSTILE}, // Hostile
3505 /* check if you're allowed to remove the road/bridge/tunnel
3506 * owned by a town no removal if rating is lower than ... depends now on
3507 * difficulty setting. Minimum town rating selected by difficulty level
3509 int needed = needed_rating[_settings_game.difficulty.town_council_tolerance][type];
3511 if (GetRating(t) < needed) {
3512 SetDParam(0, t->index);
3513 return CommandError(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
3516 return CommandCost();
3519 void TownsMonthlyLoop()
3521 Town *t;
3523 FOR_ALL_TOWNS(t) {
3524 if (t->road_build_months != 0) t->road_build_months--;
3526 if (t->exclusive_counter != 0) {
3527 if (--t->exclusive_counter == 0) t->exclusivity = INVALID_COMPANY;
3530 UpdateTownAmounts(t);
3531 UpdateTownRating(t);
3532 UpdateTownGrowRate(t);
3533 UpdateTownUnwanted(t);
3534 UpdateTownCargoes(t);
3537 UpdateTownCargoBitmap();
3540 void TownsYearlyLoop()
3542 /* Increment house ages */
3543 for (TileIndex t = 0; t < MapSize(); t++) {
3544 if (!IsTileType(t, MP_HOUSE)) continue;
3545 IncrementHouseAge(t);
3549 static CommandCost TerraformTile_Town(TileIndex tile, DoCommandFlag flags, int z_new, Slope tileh_new)
3551 if (AutoslopeEnabled()) {
3552 HouseID house = GetHouseType(tile);
3553 GetHouseNorthPart(house); // modifies house to the ID of the north tile
3554 const HouseSpec *hs = HouseSpec::Get(house);
3556 /* Here we differ from TTDP by checking TILE_NOT_SLOPED */
3557 if (((hs->building_flags & TILE_NOT_SLOPED) == 0) && !IsSteepSlope(tileh_new) &&
3558 (GetTileMaxZ(tile) == z_new + GetSlopeMaxZ(tileh_new))) {
3559 bool allow_terraform = true;
3561 /* Call the autosloping callback per tile, not for the whole building at once. */
3562 house = GetHouseType(tile);
3563 hs = HouseSpec::Get(house);
3564 if (HasBit(hs->callback_mask, CBM_HOUSE_AUTOSLOPE)) {
3565 /* If the callback fails, allow autoslope. */
3566 uint16 res = GetHouseCallback(CBID_HOUSE_AUTOSLOPE, 0, 0, house, Town::GetByTile(tile), tile);
3567 if (res != CALLBACK_FAILED && ConvertBooleanCallback(hs->grf_prop.grffile, CBID_HOUSE_AUTOSLOPE, res)) allow_terraform = false;
3570 if (allow_terraform) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
3574 return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
3577 /** Tile callback functions for a town */
3578 extern const TileTypeProcs _tile_type_town_procs = {
3579 DrawTile_Town, // draw_tile_proc
3580 GetSlopePixelZ_Town, // get_slope_z_proc
3581 ClearTile_Town, // clear_tile_proc
3582 AddAcceptedCargo_Town, // add_accepted_cargo_proc
3583 GetTileDesc_Town, // get_tile_desc_proc
3584 GetTileTrackStatus_Town, // get_tile_track_status_proc
3585 nullptr, // click_tile_proc
3586 AnimateTile_Town, // animate_tile_proc
3587 TileLoop_Town, // tile_loop_proc
3588 ChangeTileOwner_Town, // change_tile_owner_proc
3589 AddProducedCargo_Town, // add_produced_cargo_proc
3590 nullptr, // vehicle_enter_tile_proc
3591 GetFoundation_Town, // get_foundation_proc
3592 TerraformTile_Town, // terraform_tile_proc
3596 HouseSpec _house_specs[NUM_HOUSES];
3598 void ResetHouses()
3600 memset(&_house_specs, 0, sizeof(_house_specs));
3601 memcpy(&_house_specs, &_original_house_specs, sizeof(_original_house_specs));
3603 /* Reset any overrides that have been set. */
3604 _house_mngr.ResetOverride();