(svn r27729) -Codechange: Do not count static NewGRF when checking for the maximum...
[openttd.git] / src / town_cmd.cpp
blob7479892c2390bdc2e021c0243619f6beb86a6b07
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 == NULL) 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, NULL if there are no towns
145 /* static */ Town *Town::GetRandom()
147 if (Town::GetNumItems() == 0) return NULL;
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 * Get the cost for removing this house
167 * @return the cost (inflation corrected etc)
169 Money HouseSpec::GetRemovalCost() const
171 return (_price[PR_CLEAR_HOUSE] * this->removal_cost) >> 8;
174 /* Local */
175 static int _grow_town_result;
177 /* Describe the possible states */
178 enum TownGrowthResult {
179 GROWTH_SUCCEED = -1,
180 GROWTH_SEARCH_STOPPED = 0
181 // GROWTH_SEARCH_RUNNING >= 1
184 static bool BuildTownHouse(Town *t, TileIndex tile);
185 static Town *CreateRandomTown(uint attempts, uint32 townnameparts, TownSize size, bool city, TownLayout layout);
187 static void TownDrawHouseLift(const TileInfo *ti)
189 AddChildSpriteScreen(SPR_LIFT, PAL_NONE, 14, 60 - GetLiftPosition(ti->tile));
192 typedef void TownDrawTileProc(const TileInfo *ti);
193 static TownDrawTileProc * const _town_draw_tile_procs[1] = {
194 TownDrawHouseLift
198 * Return a random direction
200 * @return a random direction
202 static inline DiagDirection RandomDiagDir()
204 return (DiagDirection)(3 & Random());
208 * House Tile drawing handler.
209 * Part of the tile loop process
210 * @param ti TileInfo of the tile to draw
212 static void DrawTile_Town(TileInfo *ti)
214 HouseID house_id = GetHouseType(ti->tile);
216 if (house_id >= NEW_HOUSE_OFFSET) {
217 /* Houses don't necessarily need new graphics. If they don't have a
218 * spritegroup associated with them, then the sprite for the substitute
219 * house id is drawn instead. */
220 if (HouseSpec::Get(house_id)->grf_prop.spritegroup[0] != NULL) {
221 DrawNewHouseTile(ti, house_id);
222 return;
223 } else {
224 house_id = HouseSpec::Get(house_id)->grf_prop.subst_id;
228 /* Retrieve pointer to the draw town tile struct */
229 const DrawBuildingsTileStruct *dcts = &_town_draw_tile_data[house_id << 4 | TileHash2Bit(ti->x, ti->y) << 2 | GetHouseBuildingStage(ti->tile)];
231 if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, FOUNDATION_LEVELED);
233 DrawGroundSprite(dcts->ground.sprite, dcts->ground.pal);
235 /* If houses are invisible, do not draw the upper part */
236 if (IsInvisibilitySet(TO_HOUSES)) return;
238 /* Add a house on top of the ground? */
239 SpriteID image = dcts->building.sprite;
240 if (image != 0) {
241 AddSortableSpriteToDraw(image, dcts->building.pal,
242 ti->x + dcts->subtile_x,
243 ti->y + dcts->subtile_y,
244 dcts->width,
245 dcts->height,
246 dcts->dz,
247 ti->z,
248 IsTransparencySet(TO_HOUSES)
251 if (IsTransparencySet(TO_HOUSES)) return;
255 int proc = dcts->draw_proc - 1;
257 if (proc >= 0) _town_draw_tile_procs[proc](ti);
261 static int GetSlopePixelZ_Town(TileIndex tile, uint x, uint y)
263 return GetTileMaxPixelZ(tile);
266 /** Tile callback routine */
267 static Foundation GetFoundation_Town(TileIndex tile, Slope tileh)
269 HouseID hid = GetHouseType(tile);
271 /* For NewGRF house tiles we might not be drawing a foundation. We need to
272 * account for this, as other structures should
273 * draw the wall of the foundation in this case.
275 if (hid >= NEW_HOUSE_OFFSET) {
276 const HouseSpec *hs = HouseSpec::Get(hid);
277 if (hs->grf_prop.spritegroup[0] != NULL && HasBit(hs->callback_mask, CBM_HOUSE_DRAW_FOUNDATIONS)) {
278 uint32 callback_res = GetHouseCallback(CBID_HOUSE_DRAW_FOUNDATIONS, 0, 0, hid, Town::GetByTile(tile), tile);
279 if (callback_res != CALLBACK_FAILED && !ConvertBooleanCallback(hs->grf_prop.grffile, CBID_HOUSE_DRAW_FOUNDATIONS, callback_res)) return FOUNDATION_NONE;
282 return FlatteningFoundation(tileh);
286 * Animate a tile for a town
287 * Only certain houses can be animated
288 * The newhouses animation supersedes regular ones
289 * @param tile TileIndex of the house to animate
291 static void AnimateTile_Town(TileIndex tile)
293 if (GetHouseType(tile) >= NEW_HOUSE_OFFSET) {
294 AnimateNewHouseTile(tile);
295 return;
298 if (_tick_counter & 3) return;
300 /* If the house is not one with a lift anymore, then stop this animating.
301 * Not exactly sure when this happens, but probably when a house changes.
302 * Before this was just a return...so it'd leak animated tiles..
303 * That bug seems to have been here since day 1?? */
304 if (!(HouseSpec::Get(GetHouseType(tile))->building_flags & BUILDING_IS_ANIMATED)) {
305 DeleteAnimatedTile(tile);
306 return;
309 if (!LiftHasDestination(tile)) {
310 uint i;
312 /* Building has 6 floors, number 0 .. 6, where 1 is illegal.
313 * This is due to the fact that the first floor is, in the graphics,
314 * the height of 2 'normal' floors.
315 * Furthermore, there are 6 lift positions from floor N (incl) to floor N + 1 (excl) */
316 do {
317 i = RandomRange(7);
318 } while (i == 1 || i * 6 == GetLiftPosition(tile));
320 SetLiftDestination(tile, i);
323 int pos = GetLiftPosition(tile);
324 int dest = GetLiftDestination(tile) * 6;
325 pos += (pos < dest) ? 1 : -1;
326 SetLiftPosition(tile, pos);
328 if (pos == dest) {
329 HaltLift(tile);
330 DeleteAnimatedTile(tile);
333 MarkTileDirtyByTile(tile);
337 * Determines if a town is close to a tile
338 * @param tile TileIndex of the tile to query
339 * @param dist maximum distance to be accepted
340 * @returns true if the tile correspond to the distance criteria
342 static bool IsCloseToTown(TileIndex tile, uint dist)
344 /* On a large map with many towns, it may be faster to check the surroundings of the tile.
345 * An iteration in TILE_AREA_LOOP() is generally 2 times faster than one in FOR_ALL_TOWNS(). */
346 if (Town::GetNumItems() > (size_t) (dist * dist * 2)) {
347 const int tx = TileX(tile);
348 const int ty = TileY(tile);
349 TileArea tile_area = TileArea(
350 TileXY(max(0, tx - (int) dist), max(0, ty - (int) dist)),
351 TileXY(min(MapMaxX(), tx + (int) dist), min(MapMaxY(), ty + (int) dist))
353 TILE_AREA_LOOP(atile, tile_area) {
354 if (GetTileType(atile) == MP_HOUSE) {
355 Town *t = Town::GetByTile(atile);
356 if (DistanceManhattan(tile, t->xy) < dist) return true;
359 return false;
362 const Town *t;
364 FOR_ALL_TOWNS(t) {
365 if (DistanceManhattan(tile, t->xy) < dist) return true;
367 return false;
371 * Resize the sign(label) of the town after changes in
372 * population (creation or growth or else)
374 void Town::UpdateVirtCoord()
376 Point pt = RemapCoords2(TileX(this->xy) * TILE_SIZE, TileY(this->xy) * TILE_SIZE);
377 SetDParam(0, this->index);
378 SetDParam(1, this->cache.population);
379 this->cache.sign.UpdatePosition(pt.x, pt.y - 24 * ZOOM_LVL_BASE,
380 _settings_client.gui.population_in_label ? STR_VIEWPORT_TOWN_POP : STR_VIEWPORT_TOWN,
381 STR_VIEWPORT_TOWN);
383 SetWindowDirty(WC_TOWN_VIEW, this->index);
386 /** Update the virtual coords needed to draw the town sign for all towns. */
387 void UpdateAllTownVirtCoords()
389 Town *t;
391 FOR_ALL_TOWNS(t) {
392 t->UpdateVirtCoord();
397 * Change the towns population
398 * @param t Town which population has changed
399 * @param mod population change (can be positive or negative)
401 static void ChangePopulation(Town *t, int mod)
403 t->cache.population += mod;
404 InvalidateWindowData(WC_TOWN_VIEW, t->index); // Cargo requirements may appear/vanish for small populations
405 t->UpdateVirtCoord();
407 InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 1);
411 * Determines the world population
412 * Basically, count population of all towns, one by one
413 * @return uint32 the calculated population of the world
415 uint32 GetWorldPopulation()
417 uint32 pop = 0;
418 const Town *t;
420 FOR_ALL_TOWNS(t) pop += t->cache.population;
421 return pop;
425 * Helper function for house completion stages progression
426 * @param tile TileIndex of the house (or parts of it) to "grow"
428 static void MakeSingleHouseBigger(TileIndex tile)
430 assert(IsTileType(tile, MP_HOUSE));
432 /* progress in construction stages */
433 IncHouseConstructionTick(tile);
434 if (GetHouseConstructionTick(tile) != 0) return;
436 AnimateNewHouseConstruction(tile);
438 if (IsHouseCompleted(tile)) {
439 /* Now that construction is complete, we can add the population of the
440 * building to the town. */
441 ChangePopulation(Town::GetByTile(tile), HouseSpec::Get(GetHouseType(tile))->population);
442 ResetHouseAge(tile);
444 MarkTileDirtyByTile(tile);
448 * Make the house advance in its construction stages until completion
449 * @param tile TileIndex of house
451 static void MakeTownHouseBigger(TileIndex tile)
453 uint flags = HouseSpec::Get(GetHouseType(tile))->building_flags;
454 if (flags & BUILDING_HAS_1_TILE) MakeSingleHouseBigger(TILE_ADDXY(tile, 0, 0));
455 if (flags & BUILDING_2_TILES_Y) MakeSingleHouseBigger(TILE_ADDXY(tile, 0, 1));
456 if (flags & BUILDING_2_TILES_X) MakeSingleHouseBigger(TILE_ADDXY(tile, 1, 0));
457 if (flags & BUILDING_HAS_4_TILES) MakeSingleHouseBigger(TILE_ADDXY(tile, 1, 1));
461 * Tile callback function.
463 * Periodic tic handler for houses and town
464 * @param tile been asked to do its stuff
466 static void TileLoop_Town(TileIndex tile)
468 HouseID house_id = GetHouseType(tile);
470 /* NewHouseTileLoop returns false if Callback 21 succeeded, i.e. the house
471 * doesn't exist any more, so don't continue here. */
472 if (house_id >= NEW_HOUSE_OFFSET && !NewHouseTileLoop(tile)) return;
474 if (!IsHouseCompleted(tile)) {
475 /* Construction is not completed. See if we can go further in construction*/
476 MakeTownHouseBigger(tile);
477 return;
480 const HouseSpec *hs = HouseSpec::Get(house_id);
482 /* If the lift has a destination, it is already an animated tile. */
483 if ((hs->building_flags & BUILDING_IS_ANIMATED) &&
484 house_id < NEW_HOUSE_OFFSET &&
485 !LiftHasDestination(tile) &&
486 Chance16(1, 2)) {
487 AddAnimatedTile(tile);
490 Town *t = Town::GetByTile(tile);
491 uint32 r = Random();
493 StationFinder stations(TileArea(tile, 1, 1));
495 if (HasBit(hs->callback_mask, CBM_HOUSE_PRODUCE_CARGO)) {
496 for (uint i = 0; i < 256; i++) {
497 uint16 callback = GetHouseCallback(CBID_HOUSE_PRODUCE_CARGO, i, r, house_id, t, tile);
499 if (callback == CALLBACK_FAILED || callback == CALLBACK_HOUSEPRODCARGO_END) break;
501 CargoID cargo = GetCargoTranslation(GB(callback, 8, 7), hs->grf_prop.grffile);
502 if (cargo == CT_INVALID) continue;
504 uint amt = GB(callback, 0, 8);
505 if (amt == 0) continue;
507 uint moved = MoveGoodsToStation(cargo, amt, ST_TOWN, t->index, stations.GetStations());
509 const CargoSpec *cs = CargoSpec::Get(cargo);
510 t->supplied[cs->Index()].new_max += amt;
511 t->supplied[cs->Index()].new_act += moved;
513 } else {
514 if (GB(r, 0, 8) < hs->population) {
515 uint amt = GB(r, 0, 8) / 8 + 1;
517 if (EconomyIsInRecession()) amt = (amt + 1) >> 1;
518 t->supplied[CT_PASSENGERS].new_max += amt;
519 t->supplied[CT_PASSENGERS].new_act += MoveGoodsToStation(CT_PASSENGERS, amt, ST_TOWN, t->index, stations.GetStations());
522 if (GB(r, 8, 8) < hs->mail_generation) {
523 uint amt = GB(r, 8, 8) / 8 + 1;
525 if (EconomyIsInRecession()) amt = (amt + 1) >> 1;
526 t->supplied[CT_MAIL].new_max += amt;
527 t->supplied[CT_MAIL].new_act += MoveGoodsToStation(CT_MAIL, amt, ST_TOWN, t->index, stations.GetStations());
531 Backup<CompanyByte> cur_company(_current_company, OWNER_TOWN, FILE_LINE);
533 if ((hs->building_flags & BUILDING_HAS_1_TILE) &&
534 HasBit(t->flags, TOWN_IS_GROWING) &&
535 CanDeleteHouse(tile) &&
536 GetHouseAge(tile) >= hs->minimum_life &&
537 --t->time_until_rebuild == 0) {
538 t->time_until_rebuild = GB(r, 16, 8) + 192;
540 ClearTownHouse(t, tile);
542 /* Rebuild with another house? */
543 if (GB(r, 24, 8) >= 12) BuildTownHouse(t, tile);
546 cur_company.Restore();
549 static CommandCost ClearTile_Town(TileIndex tile, DoCommandFlag flags)
551 if (flags & DC_AUTO) return_cmd_error(STR_ERROR_BUILDING_MUST_BE_DEMOLISHED);
552 if (!CanDeleteHouse(tile)) return CMD_ERROR;
554 const HouseSpec *hs = HouseSpec::Get(GetHouseType(tile));
556 CommandCost cost(EXPENSES_CONSTRUCTION);
557 cost.AddCost(hs->GetRemovalCost());
559 int rating = hs->remove_rating_decrease;
560 Town *t = Town::GetByTile(tile);
562 if (Company::IsValidID(_current_company)) {
563 if (rating > t->ratings[_current_company] && !(flags & DC_NO_TEST_TOWN_RATING) && !_cheats.magic_bulldozer.value) {
564 SetDParam(0, t->index);
565 return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
569 ChangeTownRating(t, -rating, RATING_HOUSE_MINIMUM, flags);
570 if (flags & DC_EXEC) {
571 ClearTownHouse(t, tile);
574 return cost;
577 static void AddProducedCargo_Town(TileIndex tile, CargoArray &produced)
579 HouseID house_id = GetHouseType(tile);
580 const HouseSpec *hs = HouseSpec::Get(house_id);
581 Town *t = Town::GetByTile(tile);
583 if (HasBit(hs->callback_mask, CBM_HOUSE_PRODUCE_CARGO)) {
584 for (uint i = 0; i < 256; i++) {
585 uint16 callback = GetHouseCallback(CBID_HOUSE_PRODUCE_CARGO, i, 0, house_id, t, tile);
587 if (callback == CALLBACK_FAILED || callback == CALLBACK_HOUSEPRODCARGO_END) break;
589 CargoID cargo = GetCargoTranslation(GB(callback, 8, 7), hs->grf_prop.grffile);
591 if (cargo == CT_INVALID) continue;
592 produced[cargo]++;
594 } else {
595 if (hs->population > 0) {
596 produced[CT_PASSENGERS]++;
598 if (hs->mail_generation > 0) {
599 produced[CT_MAIL]++;
604 static inline void AddAcceptedCargoSetMask(CargoID cargo, uint amount, CargoArray &acceptance, uint32 *always_accepted)
606 if (cargo == CT_INVALID || amount == 0) return;
607 acceptance[cargo] += amount;
608 SetBit(*always_accepted, cargo);
611 static void AddAcceptedCargo_Town(TileIndex tile, CargoArray &acceptance, uint32 *always_accepted)
613 const HouseSpec *hs = HouseSpec::Get(GetHouseType(tile));
614 CargoID accepts[3];
616 /* Set the initial accepted cargo types */
617 for (uint8 i = 0; i < lengthof(accepts); i++) {
618 accepts[i] = hs->accepts_cargo[i];
621 /* Check for custom accepted cargo types */
622 if (HasBit(hs->callback_mask, CBM_HOUSE_ACCEPT_CARGO)) {
623 uint16 callback = GetHouseCallback(CBID_HOUSE_ACCEPT_CARGO, 0, 0, GetHouseType(tile), Town::GetByTile(tile), tile);
624 if (callback != CALLBACK_FAILED) {
625 /* Replace accepted cargo types with translated values from callback */
626 accepts[0] = GetCargoTranslation(GB(callback, 0, 5), hs->grf_prop.grffile);
627 accepts[1] = GetCargoTranslation(GB(callback, 5, 5), hs->grf_prop.grffile);
628 accepts[2] = GetCargoTranslation(GB(callback, 10, 5), hs->grf_prop.grffile);
632 /* Check for custom cargo acceptance */
633 if (HasBit(hs->callback_mask, CBM_HOUSE_CARGO_ACCEPTANCE)) {
634 uint16 callback = GetHouseCallback(CBID_HOUSE_CARGO_ACCEPTANCE, 0, 0, GetHouseType(tile), Town::GetByTile(tile), tile);
635 if (callback != CALLBACK_FAILED) {
636 AddAcceptedCargoSetMask(accepts[0], GB(callback, 0, 4), acceptance, always_accepted);
637 AddAcceptedCargoSetMask(accepts[1], GB(callback, 4, 4), acceptance, always_accepted);
638 if (_settings_game.game_creation.landscape != LT_TEMPERATE && HasBit(callback, 12)) {
639 /* The 'S' bit indicates food instead of goods */
640 AddAcceptedCargoSetMask(CT_FOOD, GB(callback, 8, 4), acceptance, always_accepted);
641 } else {
642 AddAcceptedCargoSetMask(accepts[2], GB(callback, 8, 4), acceptance, always_accepted);
644 return;
648 /* No custom acceptance, so fill in with the default values */
649 for (uint8 i = 0; i < lengthof(accepts); i++) {
650 AddAcceptedCargoSetMask(accepts[i], hs->cargo_acceptance[i], acceptance, always_accepted);
654 static void GetTileDesc_Town(TileIndex tile, TileDesc *td)
656 const HouseID house = GetHouseType(tile);
657 const HouseSpec *hs = HouseSpec::Get(house);
658 bool house_completed = IsHouseCompleted(tile);
660 td->str = hs->building_name;
662 uint16 callback_res = GetHouseCallback(CBID_HOUSE_CUSTOM_NAME, house_completed ? 1 : 0, 0, house, Town::GetByTile(tile), tile);
663 if (callback_res != CALLBACK_FAILED && callback_res != 0x400) {
664 if (callback_res > 0x400) {
665 ErrorUnknownCallbackResult(hs->grf_prop.grffile->grfid, CBID_HOUSE_CUSTOM_NAME, callback_res);
666 } else {
667 StringID new_name = GetGRFStringID(hs->grf_prop.grffile->grfid, 0xD000 + callback_res);
668 if (new_name != STR_NULL && new_name != STR_UNDEFINED) {
669 td->str = new_name;
674 if (!house_completed) {
675 SetDParamX(td->dparam, 0, td->str);
676 td->str = STR_LAI_TOWN_INDUSTRY_DESCRIPTION_UNDER_CONSTRUCTION;
679 if (hs->grf_prop.grffile != NULL) {
680 const GRFConfig *gc = GetGRFConfig(hs->grf_prop.grffile->grfid);
681 td->grf = gc->GetName();
684 td->owner[0] = OWNER_TOWN;
687 static TrackStatus GetTileTrackStatus_Town(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
689 /* not used */
690 return 0;
693 static void ChangeTileOwner_Town(TileIndex tile, Owner old_owner, Owner new_owner)
695 /* not used */
698 /** Update the total cargo acceptance of the whole town.
699 * @param t The town to update.
701 void UpdateTownCargoTotal(Town *t)
703 t->cargo_accepted_total = 0;
705 const TileArea &area = t->cargo_accepted.GetArea();
706 TILE_AREA_LOOP(tile, area) {
707 if (TileX(tile) % AcceptanceMatrix::GRID == 0 && TileY(tile) % AcceptanceMatrix::GRID == 0) {
708 t->cargo_accepted_total |= t->cargo_accepted[tile];
714 * Update accepted town cargoes around a specific tile.
715 * @param t The town to update.
716 * @param start Update the values around this tile.
717 * @param update_total Set to true if the total cargo acceptance should be updated.
719 static void UpdateTownCargoes(Town *t, TileIndex start, bool update_total = true)
721 CargoArray accepted, produced;
722 uint32 dummy;
724 /* Gather acceptance for all houses in an area around the start tile.
725 * The area is composed of the square the tile is in, extended one square in all
726 * directions as the coverage area of a single station is bigger than just one square. */
727 TileArea area = AcceptanceMatrix::GetAreaForTile(start, 1);
728 TILE_AREA_LOOP(tile, area) {
729 if (!IsTileType(tile, MP_HOUSE) || GetTownIndex(tile) != t->index) continue;
731 AddAcceptedCargo_Town(tile, accepted, &dummy);
732 AddProducedCargo_Town(tile, produced);
735 /* Create bitmap of produced and accepted cargoes. */
736 uint32 acc = 0;
737 for (uint cid = 0; cid < NUM_CARGO; cid++) {
738 if (accepted[cid] >= 8) SetBit(acc, cid);
739 if (produced[cid] > 0) SetBit(t->cargo_produced, cid);
741 t->cargo_accepted[start] = acc;
743 if (update_total) UpdateTownCargoTotal(t);
746 /** Update cargo acceptance for the complete town.
747 * @param t The town to update.
749 void UpdateTownCargoes(Town *t)
751 t->cargo_produced = 0;
753 const TileArea &area = t->cargo_accepted.GetArea();
754 if (area.tile == INVALID_TILE) return;
756 /* Update acceptance for each grid square. */
757 TILE_AREA_LOOP(tile, area) {
758 if (TileX(tile) % AcceptanceMatrix::GRID == 0 && TileY(tile) % AcceptanceMatrix::GRID == 0) {
759 UpdateTownCargoes(t, tile, false);
763 /* Update the total acceptance. */
764 UpdateTownCargoTotal(t);
767 /** Updates the bitmap of all cargoes accepted by houses. */
768 void UpdateTownCargoBitmap()
770 Town *town;
771 _town_cargoes_accepted = 0;
773 FOR_ALL_TOWNS(town) {
774 _town_cargoes_accepted |= town->cargo_accepted_total;
778 static bool GrowTown(Town *t);
780 static void TownTickHandler(Town *t)
782 if (HasBit(t->flags, TOWN_IS_GROWING)) {
783 int i = t->grow_counter - 1;
784 if (i < 0) {
785 if (GrowTown(t)) {
786 i = t->growth_rate & (~TOWN_GROW_RATE_CUSTOM);
787 } else {
788 i = 0;
791 t->grow_counter = i;
795 void OnTick_Town()
797 if (_game_mode == GM_EDITOR) return;
799 Town *t;
800 FOR_ALL_TOWNS(t) {
801 /* Run town tick at regular intervals, but not all at once. */
802 if ((_tick_counter + t->index) % TOWN_GROWTH_TICKS == 0) {
803 TownTickHandler(t);
809 * Return the RoadBits of a tile
811 * @note There are many other functions doing things like that.
812 * @note Needs to be checked for needlessness.
813 * @param tile The tile we want to analyse
814 * @return The roadbits of the given tile
816 static RoadBits GetTownRoadBits(TileIndex tile)
818 if (IsRoadDepotTile(tile) || IsStandardRoadStopTile(tile)) return ROAD_NONE;
820 return GetAnyRoadBits(tile, ROADTYPE_ROAD, true);
824 * Check for parallel road inside a given distance.
825 * Assuming a road from (tile - TileOffsByDiagDir(dir)) to tile,
826 * is there a parallel road left or right of it within distance dist_multi?
828 * @param tile current tile
829 * @param dir target direction
830 * @param dist_multi distance multiplayer
831 * @return true if there is a parallel road
833 static bool IsNeighborRoadTile(TileIndex tile, const DiagDirection dir, uint dist_multi)
835 if (!IsValidTile(tile)) return false;
837 /* Lookup table for the used diff values */
838 const TileIndexDiff tid_lt[3] = {
839 TileOffsByDiagDir(ChangeDiagDir(dir, DIAGDIRDIFF_90RIGHT)),
840 TileOffsByDiagDir(ChangeDiagDir(dir, DIAGDIRDIFF_90LEFT)),
841 TileOffsByDiagDir(ReverseDiagDir(dir)),
844 dist_multi = (dist_multi + 1) * 4;
845 for (uint pos = 4; pos < dist_multi; pos++) {
846 /* Go (pos / 4) tiles to the left or the right */
847 TileIndexDiff cur = tid_lt[(pos & 1) ? 0 : 1] * (pos / 4);
849 /* Use the current tile as origin, or go one tile backwards */
850 if (pos & 2) cur += tid_lt[2];
852 /* Test for roadbit parallel to dir and facing towards the middle axis */
853 if (IsValidTile(tile + cur) &&
854 GetTownRoadBits(TILE_ADD(tile, cur)) & DiagDirToRoadBits((pos & 2) ? dir : ReverseDiagDir(dir))) return true;
856 return false;
860 * Check if a Road is allowed on a given tile
862 * @param t The current town
863 * @param tile The target tile
864 * @param dir The direction in which we want to extend the town
865 * @return true if it is allowed else false
867 static bool IsRoadAllowedHere(Town *t, TileIndex tile, DiagDirection dir)
869 if (DistanceFromEdge(tile) == 0) return false;
871 /* Prevent towns from building roads under bridges along the bridge. Looks silly. */
872 if (IsBridgeAbove(tile) && GetBridgeAxis(tile) == DiagDirToAxis(dir)) return false;
874 /* Check if there already is a road at this point? */
875 if (GetTownRoadBits(tile) == ROAD_NONE) {
876 /* No, try if we are able to build a road piece there.
877 * If that fails clear the land, and if that fails exit.
878 * This is to make sure that we can build a road here later. */
879 if (DoCommand(tile, ((dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? ROAD_Y : ROAD_X), 0, DC_AUTO, CMD_BUILD_ROAD).Failed() &&
880 DoCommand(tile, 0, 0, DC_AUTO, CMD_LANDSCAPE_CLEAR).Failed()) {
881 return false;
885 Slope cur_slope = _settings_game.construction.build_on_slopes ? GetFoundationSlope(tile) : GetTileSlope(tile);
886 bool ret = !IsNeighborRoadTile(tile, dir, t->layout == TL_ORIGINAL ? 1 : 2);
887 if (cur_slope == SLOPE_FLAT) return ret;
889 /* If the tile is not a slope in the right direction, then
890 * maybe terraform some. */
891 Slope desired_slope = (dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? SLOPE_NW : SLOPE_NE;
892 if (desired_slope != cur_slope && ComplementSlope(desired_slope) != cur_slope) {
893 if (Chance16(1, 8)) {
894 CommandCost res = CMD_ERROR;
895 if (!_generating_world && Chance16(1, 10)) {
896 /* Note: Do not replace "^ SLOPE_ELEVATED" with ComplementSlope(). The slope might be steep. */
897 res = DoCommand(tile, Chance16(1, 16) ? cur_slope : cur_slope ^ SLOPE_ELEVATED, 0,
898 DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
900 if (res.Failed() && Chance16(1, 3)) {
901 /* We can consider building on the slope, though. */
902 return ret;
905 return false;
907 return ret;
910 static bool TerraformTownTile(TileIndex tile, int edges, int dir)
912 assert(tile < MapSize());
914 CommandCost r = DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
915 if (r.Failed() || r.GetCost() >= (_price[PR_TERRAFORM] + 2) * 8) return false;
916 DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER | DC_EXEC, CMD_TERRAFORM_LAND);
917 return true;
920 static void LevelTownLand(TileIndex tile)
922 assert(tile < MapSize());
924 /* Don't terraform if land is plain or if there's a house there. */
925 if (IsTileType(tile, MP_HOUSE)) return;
926 Slope tileh = GetTileSlope(tile);
927 if (tileh == SLOPE_FLAT) return;
929 /* First try up, then down */
930 if (!TerraformTownTile(tile, ~tileh & SLOPE_ELEVATED, 1)) {
931 TerraformTownTile(tile, tileh & SLOPE_ELEVATED, 0);
936 * Generate the RoadBits of a grid tile
938 * @param t current town
939 * @param tile tile in reference to the town
940 * @param dir The direction to which we are growing ATM
941 * @return the RoadBit of the current tile regarding
942 * the selected town layout
944 static RoadBits GetTownRoadGridElement(Town *t, TileIndex tile, DiagDirection dir)
946 /* align the grid to the downtown */
947 TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile); // Vector from downtown to the tile
948 RoadBits rcmd = ROAD_NONE;
950 switch (t->layout) {
951 default: NOT_REACHED();
953 case TL_2X2_GRID:
954 if ((grid_pos.x % 3) == 0) rcmd |= ROAD_Y;
955 if ((grid_pos.y % 3) == 0) rcmd |= ROAD_X;
956 break;
958 case TL_3X3_GRID:
959 if ((grid_pos.x % 4) == 0) rcmd |= ROAD_Y;
960 if ((grid_pos.y % 4) == 0) rcmd |= ROAD_X;
961 break;
964 /* Optimise only X-junctions */
965 if (rcmd != ROAD_ALL) return rcmd;
967 RoadBits rb_template;
969 switch (GetTileSlope(tile)) {
970 default: rb_template = ROAD_ALL; break;
971 case SLOPE_W: rb_template = ROAD_NW | ROAD_SW; break;
972 case SLOPE_SW: rb_template = ROAD_Y | ROAD_SW; break;
973 case SLOPE_S: rb_template = ROAD_SW | ROAD_SE; break;
974 case SLOPE_SE: rb_template = ROAD_X | ROAD_SE; break;
975 case SLOPE_E: rb_template = ROAD_SE | ROAD_NE; break;
976 case SLOPE_NE: rb_template = ROAD_Y | ROAD_NE; break;
977 case SLOPE_N: rb_template = ROAD_NE | ROAD_NW; break;
978 case SLOPE_NW: rb_template = ROAD_X | ROAD_NW; break;
979 case SLOPE_STEEP_W:
980 case SLOPE_STEEP_S:
981 case SLOPE_STEEP_E:
982 case SLOPE_STEEP_N:
983 rb_template = ROAD_NONE;
984 break;
987 /* Stop if the template is compatible to the growth dir */
988 if (DiagDirToRoadBits(ReverseDiagDir(dir)) & rb_template) return rb_template;
989 /* If not generate a straight road in the direction of the growth */
990 return DiagDirToRoadBits(dir) | DiagDirToRoadBits(ReverseDiagDir(dir));
994 * Grows the town with an extra house.
995 * Check if there are enough neighbor house tiles
996 * next to the current tile. If there are enough
997 * add another house.
999 * @param t The current town
1000 * @param tile The target tile for the extra house
1001 * @return true if an extra house has been added
1003 static bool GrowTownWithExtraHouse(Town *t, TileIndex tile)
1005 /* We can't look further than that. */
1006 if (DistanceFromEdge(tile) == 0) return false;
1008 uint counter = 0; // counts the house neighbor tiles
1010 /* Check the tiles E,N,W and S of the current tile for houses */
1011 for (DiagDirection dir = DIAGDIR_BEGIN; dir < DIAGDIR_END; dir++) {
1012 /* Count both void and house tiles for checking whether there
1013 * are enough houses in the area. This to make it likely that
1014 * houses get build up to the edge of the map. */
1015 switch (GetTileType(TileAddByDiagDir(tile, dir))) {
1016 case MP_HOUSE:
1017 case MP_VOID:
1018 counter++;
1019 break;
1021 default:
1022 break;
1025 /* If there are enough neighbors stop here */
1026 if (counter >= 3) {
1027 if (BuildTownHouse(t, tile)) {
1028 _grow_town_result = GROWTH_SUCCEED;
1029 return true;
1031 return false;
1034 return false;
1038 * Grows the town with a road piece.
1040 * @param t The current town
1041 * @param tile The current tile
1042 * @param rcmd The RoadBits we want to build on the tile
1043 * @return true if the RoadBits have been added else false
1045 static bool GrowTownWithRoad(const Town *t, TileIndex tile, RoadBits rcmd)
1047 if (DoCommand(tile, rcmd, t->index, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD).Succeeded()) {
1048 _grow_town_result = GROWTH_SUCCEED;
1049 return true;
1051 return false;
1055 * Grows the town with a bridge.
1056 * At first we check if a bridge is reasonable.
1057 * If so we check if we are able to build it.
1059 * @param t The current town
1060 * @param tile The current tile
1061 * @param bridge_dir The valid direction in which to grow a bridge
1062 * @return true if a bridge has been build else false
1064 static bool GrowTownWithBridge(const Town *t, const TileIndex tile, const DiagDirection bridge_dir)
1066 assert(bridge_dir < DIAGDIR_END);
1068 const Slope slope = GetTileSlope(tile);
1070 /* Make sure the direction is compatible with the slope.
1071 * Well we check if the slope has an up bit set in the
1072 * reverse direction. */
1073 if (slope != SLOPE_FLAT && slope & InclinedSlope(bridge_dir)) return false;
1075 /* Assure that the bridge is connectable to the start side */
1076 if (!(GetTownRoadBits(TileAddByDiagDir(tile, ReverseDiagDir(bridge_dir))) & DiagDirToRoadBits(bridge_dir))) return false;
1078 /* We are in the right direction */
1079 uint8 bridge_length = 0; // This value stores the length of the possible bridge
1080 TileIndex bridge_tile = tile; // Used to store the other waterside
1082 const int delta = TileOffsByDiagDir(bridge_dir);
1084 if (slope == SLOPE_FLAT) {
1085 /* Bridges starting on flat tiles are only allowed when crossing rivers. */
1086 do {
1087 if (bridge_length++ >= 4) {
1088 /* Allow to cross rivers, not big lakes. */
1089 return false;
1091 bridge_tile += delta;
1092 } while (IsValidTile(bridge_tile) && IsWaterTile(bridge_tile) && !IsSea(bridge_tile));
1093 } else {
1094 do {
1095 if (bridge_length++ >= 11) {
1096 /* Max 11 tile long bridges */
1097 return false;
1099 bridge_tile += delta;
1100 } while (IsValidTile(bridge_tile) && IsWaterTile(bridge_tile));
1103 /* no water tiles in between? */
1104 if (bridge_length == 1) return false;
1106 for (uint8 times = 0; times <= 22; times++) {
1107 byte bridge_type = RandomRange(MAX_BRIDGES - 1);
1109 /* Can we actually build the bridge? */
1110 if (DoCommand(tile, bridge_tile, bridge_type | ROADTYPES_ROAD << 8 | TRANSPORT_ROAD << 15, CommandFlagsToDCFlags(GetCommandFlags(CMD_BUILD_BRIDGE)), CMD_BUILD_BRIDGE).Succeeded()) {
1111 DoCommand(tile, bridge_tile, bridge_type | ROADTYPES_ROAD << 8 | TRANSPORT_ROAD << 15, DC_EXEC | CommandFlagsToDCFlags(GetCommandFlags(CMD_BUILD_BRIDGE)), CMD_BUILD_BRIDGE);
1112 _grow_town_result = GROWTH_SUCCEED;
1113 return true;
1116 /* Quit if it selecting an appropriate bridge type fails a large number of times. */
1117 return false;
1121 * Grows the given town.
1122 * There are at the moment 3 possible way's for
1123 * the town expansion:
1124 * @li Generate a random tile and check if there is a road allowed
1125 * @li TL_ORIGINAL
1126 * @li TL_BETTER_ROADS
1127 * @li Check if the town geometry allows a road and which one
1128 * @li TL_2X2_GRID
1129 * @li TL_3X3_GRID
1130 * @li Forbid roads, only build houses
1132 * @param tile_ptr The current tile
1133 * @param cur_rb The current tiles RoadBits
1134 * @param target_dir The target road dir
1135 * @param t1 The current town
1137 static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection target_dir, Town *t1)
1139 RoadBits rcmd = ROAD_NONE; // RoadBits for the road construction command
1140 TileIndex tile = *tile_ptr; // The main tile on which we base our growth
1142 assert(tile < MapSize());
1144 if (cur_rb == ROAD_NONE) {
1145 /* Tile has no road. First reset the status counter
1146 * to say that this is the last iteration. */
1147 _grow_town_result = GROWTH_SEARCH_STOPPED;
1149 if (!_settings_game.economy.allow_town_roads && !_generating_world) return;
1150 if (!_settings_game.economy.allow_town_level_crossings && IsTileType(tile, MP_RAILWAY)) return;
1152 /* Remove hills etc */
1153 if (!_settings_game.construction.build_on_slopes || Chance16(1, 6)) LevelTownLand(tile);
1155 /* Is a road allowed here? */
1156 switch (t1->layout) {
1157 default: NOT_REACHED();
1159 case TL_3X3_GRID:
1160 case TL_2X2_GRID:
1161 rcmd = GetTownRoadGridElement(t1, tile, target_dir);
1162 if (rcmd == ROAD_NONE) return;
1163 break;
1165 case TL_BETTER_ROADS:
1166 case TL_ORIGINAL:
1167 if (!IsRoadAllowedHere(t1, tile, target_dir)) return;
1169 DiagDirection source_dir = ReverseDiagDir(target_dir);
1171 if (Chance16(1, 4)) {
1172 /* Randomize a new target dir */
1173 do target_dir = RandomDiagDir(); while (target_dir == source_dir);
1176 if (!IsRoadAllowedHere(t1, TileAddByDiagDir(tile, target_dir), target_dir)) {
1177 /* A road is not allowed to continue the randomized road,
1178 * return if the road we're trying to build is curved. */
1179 if (target_dir != ReverseDiagDir(source_dir)) return;
1181 /* Return if neither side of the new road is a house */
1182 if (!IsTileType(TileAddByDiagDir(tile, ChangeDiagDir(target_dir, DIAGDIRDIFF_90RIGHT)), MP_HOUSE) &&
1183 !IsTileType(TileAddByDiagDir(tile, ChangeDiagDir(target_dir, DIAGDIRDIFF_90LEFT)), MP_HOUSE)) {
1184 return;
1187 /* That means that the road is only allowed if there is a house
1188 * at any side of the new road. */
1191 rcmd = DiagDirToRoadBits(target_dir) | DiagDirToRoadBits(source_dir);
1192 break;
1195 } else if (target_dir < DIAGDIR_END && !(cur_rb & DiagDirToRoadBits(ReverseDiagDir(target_dir)))) {
1196 /* Continue building on a partial road.
1197 * Should be always OK, so we only generate
1198 * the fitting RoadBits */
1199 _grow_town_result = GROWTH_SEARCH_STOPPED;
1201 if (!_settings_game.economy.allow_town_roads && !_generating_world) return;
1203 switch (t1->layout) {
1204 default: NOT_REACHED();
1206 case TL_3X3_GRID:
1207 case TL_2X2_GRID:
1208 rcmd = GetTownRoadGridElement(t1, tile, target_dir);
1209 break;
1211 case TL_BETTER_ROADS:
1212 case TL_ORIGINAL:
1213 rcmd = DiagDirToRoadBits(ReverseDiagDir(target_dir));
1214 break;
1216 } else {
1217 bool allow_house = true; // Value which decides if we want to construct a house
1219 /* Reached a tunnel/bridge? Then continue at the other side of it, unless
1220 * it is the starting tile. Half the time, we stay on this side then.*/
1221 if (IsTileType(tile, MP_TUNNELBRIDGE)) {
1222 if (GetTunnelBridgeTransportType(tile) == TRANSPORT_ROAD && (target_dir != DIAGDIR_END || Chance16(1, 2))) {
1223 *tile_ptr = GetOtherTunnelBridgeEnd(tile);
1225 return;
1228 /* Possibly extend the road in a direction.
1229 * Randomize a direction and if it has a road, bail out. */
1230 target_dir = RandomDiagDir();
1231 if (cur_rb & DiagDirToRoadBits(target_dir)) return;
1233 /* This is the tile we will reach if we extend to this direction. */
1234 TileIndex house_tile = TileAddByDiagDir(tile, target_dir); // position of a possible house
1236 /* Don't walk into water. */
1237 if (HasTileWaterGround(house_tile)) return;
1239 if (!IsValidTile(house_tile)) return;
1241 if (_settings_game.economy.allow_town_roads || _generating_world) {
1242 switch (t1->layout) {
1243 default: NOT_REACHED();
1245 case TL_3X3_GRID: // Use 2x2 grid afterwards!
1246 GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir));
1247 /* FALL THROUGH */
1249 case TL_2X2_GRID:
1250 rcmd = GetTownRoadGridElement(t1, tile, target_dir);
1251 allow_house = (rcmd & DiagDirToRoadBits(target_dir)) == ROAD_NONE;
1252 break;
1254 case TL_BETTER_ROADS: // Use original afterwards!
1255 GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir));
1256 /* FALL THROUGH */
1258 case TL_ORIGINAL:
1259 /* Allow a house at the edge. 60% chance or
1260 * always ok if no road allowed. */
1261 rcmd = DiagDirToRoadBits(target_dir);
1262 allow_house = (!IsRoadAllowedHere(t1, house_tile, target_dir) || Chance16(6, 10));
1263 break;
1267 if (allow_house) {
1268 /* Build a house, but not if there already is a house there. */
1269 if (!IsTileType(house_tile, MP_HOUSE)) {
1270 /* Level the land if possible */
1271 if (Chance16(1, 6)) LevelTownLand(house_tile);
1273 /* And build a house.
1274 * Set result to -1 if we managed to build it. */
1275 if (BuildTownHouse(t1, house_tile)) {
1276 _grow_town_result = GROWTH_SUCCEED;
1279 return;
1282 _grow_town_result = GROWTH_SEARCH_STOPPED;
1285 /* Return if a water tile */
1286 if (HasTileWaterGround(tile)) return;
1288 /* Make the roads look nicer */
1289 rcmd = CleanUpRoadBits(tile, rcmd);
1290 if (rcmd == ROAD_NONE) return;
1292 /* Only use the target direction for bridges to ensure they're connected.
1293 * The target_dir is as computed previously according to town layout, so
1294 * it will match it perfectly. */
1295 if (GrowTownWithBridge(t1, tile, target_dir)) return;
1297 GrowTownWithRoad(t1, tile, rcmd);
1301 * Checks whether a road can be followed or is a dead end, that can not be extended to the next tile.
1302 * This only checks trivial but often cases.
1303 * @param tile Start tile for road.
1304 * @param dir Direction for road to follow or build.
1305 * @return true If road is or can be connected in the specified direction.
1307 static bool CanFollowRoad(TileIndex tile, DiagDirection dir)
1309 TileIndex target_tile = tile + TileOffsByDiagDir(dir);
1310 if (!IsValidTile(target_tile)) return false;
1311 if (HasTileWaterGround(target_tile)) return false;
1313 RoadBits target_rb = GetTownRoadBits(target_tile);
1314 if (_settings_game.economy.allow_town_roads || _generating_world) {
1315 /* Check whether a road connection exists or can be build. */
1316 switch (GetTileType(target_tile)) {
1317 case MP_ROAD:
1318 return target_rb != ROAD_NONE;
1320 case MP_STATION:
1321 return IsDriveThroughStopTile(target_tile);
1323 case MP_TUNNELBRIDGE:
1324 return GetTunnelBridgeTransportType(target_tile) == TRANSPORT_ROAD;
1326 case MP_HOUSE:
1327 case MP_INDUSTRY:
1328 case MP_OBJECT:
1329 return false;
1331 default:
1332 /* Checked for void and water earlier */
1333 return true;
1335 } else {
1336 /* Check whether a road connection already exists,
1337 * and it leads somewhere else. */
1338 RoadBits back_rb = DiagDirToRoadBits(ReverseDiagDir(dir));
1339 return (target_rb & back_rb) != 0 && (target_rb & ~back_rb) != 0;
1344 * Returns "growth" if a house was built, or no if the build failed.
1345 * @param t town to inquiry
1346 * @param tile to inquiry
1347 * @return true if town expansion was possible
1349 static bool GrowTownAtRoad(Town *t, TileIndex tile)
1351 /* Special case.
1352 * @see GrowTownInTile Check the else if
1354 DiagDirection target_dir = DIAGDIR_END; // The direction in which we want to extend the town
1356 assert(tile < MapSize());
1358 /* Number of times to search.
1359 * Better roads, 2X2 and 3X3 grid grow quite fast so we give
1360 * them a little handicap. */
1361 switch (t->layout) {
1362 case TL_BETTER_ROADS:
1363 _grow_town_result = 10 + t->cache.num_houses * 2 / 9;
1364 break;
1366 case TL_3X3_GRID:
1367 case TL_2X2_GRID:
1368 _grow_town_result = 10 + t->cache.num_houses * 1 / 9;
1369 break;
1371 default:
1372 _grow_town_result = 10 + t->cache.num_houses * 4 / 9;
1373 break;
1376 do {
1377 RoadBits cur_rb = GetTownRoadBits(tile); // The RoadBits of the current tile
1379 /* Try to grow the town from this point */
1380 GrowTownInTile(&tile, cur_rb, target_dir, t);
1381 if (_grow_town_result == GROWTH_SUCCEED) return true;
1383 /* Exclude the source position from the bitmask
1384 * and return if no more road blocks available */
1385 if (IsValidDiagDirection(target_dir)) cur_rb &= ~DiagDirToRoadBits(ReverseDiagDir(target_dir));
1386 if (cur_rb == ROAD_NONE) return false;
1388 if (IsTileType(tile, MP_TUNNELBRIDGE)) {
1389 /* Only build in the direction away from the tunnel or bridge. */
1390 target_dir = ReverseDiagDir(GetTunnelBridgeDirection(tile));
1391 } else {
1392 /* Select a random bit from the blockmask, walk a step
1393 * and continue the search from there. */
1394 do {
1395 if (cur_rb == ROAD_NONE) return false;
1396 RoadBits target_bits;
1397 do {
1398 target_dir = RandomDiagDir();
1399 target_bits = DiagDirToRoadBits(target_dir);
1400 } while (!(cur_rb & target_bits));
1401 cur_rb &= ~target_bits;
1402 } while (!CanFollowRoad(tile, target_dir));
1404 tile = TileAddByDiagDir(tile, target_dir);
1406 if (IsTileType(tile, MP_ROAD) && !IsRoadDepot(tile) && HasTileRoadType(tile, ROADTYPE_ROAD)) {
1407 /* Don't allow building over roads of other cities */
1408 if (IsRoadOwner(tile, ROADTYPE_ROAD, OWNER_TOWN) && Town::GetByTile(tile) != t) {
1409 return false;
1410 } else if (IsRoadOwner(tile, ROADTYPE_ROAD, OWNER_NONE) && _game_mode == GM_EDITOR) {
1411 /* If we are in the SE, and this road-piece has no town owner yet, it just found an
1412 * owner :) (happy happy happy road now) */
1413 SetRoadOwner(tile, ROADTYPE_ROAD, OWNER_TOWN);
1414 SetTownIndex(tile, t->index);
1418 /* Max number of times is checked. */
1419 } while (--_grow_town_result >= 0);
1421 return false;
1425 * Generate a random road block.
1426 * The probability of a straight road
1427 * is somewhat higher than a curved.
1429 * @return A RoadBits value with 2 bits set
1431 static RoadBits GenRandomRoadBits()
1433 uint32 r = Random();
1434 uint a = GB(r, 0, 2);
1435 uint b = GB(r, 8, 2);
1436 if (a == b) b ^= 2;
1437 return (RoadBits)((ROAD_NW << a) + (ROAD_NW << b));
1441 * Grow the town
1442 * @param t town to grow
1443 * @return true iff something (house, road, bridge, ...) was built
1445 static bool GrowTown(Town *t)
1447 static const TileIndexDiffC _town_coord_mod[] = {
1448 {-1, 0},
1449 { 1, 1},
1450 { 1, -1},
1451 {-1, -1},
1452 {-1, 0},
1453 { 0, 2},
1454 { 2, 0},
1455 { 0, -2},
1456 {-1, -1},
1457 {-2, 2},
1458 { 2, 2},
1459 { 2, -2},
1460 { 0, 0}
1463 /* Current "company" is a town */
1464 Backup<CompanyByte> cur_company(_current_company, OWNER_TOWN, FILE_LINE);
1466 TileIndex tile = t->xy; // The tile we are working with ATM
1468 /* Find a road that we can base the construction on. */
1469 const TileIndexDiffC *ptr;
1470 for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
1471 if (GetTownRoadBits(tile) != ROAD_NONE) {
1472 bool success = GrowTownAtRoad(t, tile);
1473 cur_company.Restore();
1474 return success;
1476 tile = TILE_ADD(tile, ToTileIndexDiff(*ptr));
1479 /* No road available, try to build a random road block by
1480 * clearing some land and then building a road there. */
1481 if (_settings_game.economy.allow_town_roads || _generating_world) {
1482 tile = t->xy;
1483 for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
1484 /* Only work with plain land that not already has a house */
1485 if (!IsTileType(tile, MP_HOUSE) && IsTileFlat(tile)) {
1486 if (DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR).Succeeded()) {
1487 DoCommand(tile, GenRandomRoadBits(), t->index, DC_EXEC | DC_AUTO, CMD_BUILD_ROAD);
1488 cur_company.Restore();
1489 return true;
1492 tile = TILE_ADD(tile, ToTileIndexDiff(*ptr));
1496 cur_company.Restore();
1497 return false;
1500 void UpdateTownRadius(Town *t)
1502 static const uint32 _town_squared_town_zone_radius_data[23][5] = {
1503 { 4, 0, 0, 0, 0}, // 0
1504 { 16, 0, 0, 0, 0},
1505 { 25, 0, 0, 0, 0},
1506 { 36, 0, 0, 0, 0},
1507 { 49, 0, 4, 0, 0},
1508 { 64, 0, 4, 0, 0}, // 20
1509 { 64, 0, 9, 0, 1},
1510 { 64, 0, 9, 0, 4},
1511 { 64, 0, 16, 0, 4},
1512 { 81, 0, 16, 0, 4},
1513 { 81, 0, 16, 0, 4}, // 40
1514 { 81, 0, 25, 0, 9},
1515 { 81, 36, 25, 0, 9},
1516 { 81, 36, 25, 16, 9},
1517 { 81, 49, 0, 25, 9},
1518 { 81, 64, 0, 25, 9}, // 60
1519 { 81, 64, 0, 36, 9},
1520 { 81, 64, 0, 36, 16},
1521 {100, 81, 0, 49, 16},
1522 {100, 81, 0, 49, 25},
1523 {121, 81, 0, 49, 25}, // 80
1524 {121, 81, 0, 49, 25},
1525 {121, 81, 0, 49, 36}, // 88
1528 if (t->cache.num_houses < 92) {
1529 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));
1530 } else {
1531 int mass = t->cache.num_houses / 8;
1532 /* Actually we are proportional to sqrt() but that's right because we are covering an area.
1533 * The offsets are to make sure the radii do not decrease in size when going from the table
1534 * to the calculated value.*/
1535 t->cache.squared_town_zone_radius[0] = mass * 15 - 40;
1536 t->cache.squared_town_zone_radius[1] = mass * 9 - 15;
1537 t->cache.squared_town_zone_radius[2] = 0;
1538 t->cache.squared_town_zone_radius[3] = mass * 5 - 5;
1539 t->cache.squared_town_zone_radius[4] = mass * 3 + 5;
1543 void UpdateTownMaxPass(Town *t)
1545 t->supplied[CT_PASSENGERS].old_max = t->cache.population >> 3;
1546 t->supplied[CT_MAIL].old_max = t->cache.population >> 4;
1550 * Does the actual town creation.
1552 * @param t The town
1553 * @param tile Where to put it
1554 * @param townnameparts The town name
1555 * @param size Parameter for size determination
1556 * @param city whether to build a city or town
1557 * @param layout the (road) layout of the town
1558 * @param manual was the town placed manually?
1560 static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts, TownSize size, bool city, TownLayout layout, bool manual)
1562 t->xy = tile;
1563 t->cache.num_houses = 0;
1564 t->time_until_rebuild = 10;
1565 UpdateTownRadius(t);
1566 t->flags = 0;
1567 t->cache.population = 0;
1568 t->grow_counter = 0;
1569 t->growth_rate = 250;
1571 /* Set the default cargo requirement for town growth */
1572 switch (_settings_game.game_creation.landscape) {
1573 case LT_ARCTIC:
1574 if (FindFirstCargoWithTownEffect(TE_FOOD) != NULL) t->goal[TE_FOOD] = TOWN_GROWTH_WINTER;
1575 break;
1577 case LT_TROPIC:
1578 if (FindFirstCargoWithTownEffect(TE_FOOD) != NULL) t->goal[TE_FOOD] = TOWN_GROWTH_DESERT;
1579 if (FindFirstCargoWithTownEffect(TE_WATER) != NULL) t->goal[TE_WATER] = TOWN_GROWTH_DESERT;
1580 break;
1583 t->fund_buildings_months = 0;
1585 for (uint i = 0; i != MAX_COMPANIES; i++) t->ratings[i] = RATING_INITIAL;
1587 t->have_ratings = 0;
1588 t->exclusivity = INVALID_COMPANY;
1589 t->exclusive_counter = 0;
1590 t->statues = 0;
1592 extern int _nb_orig_names;
1593 if (_settings_game.game_creation.town_name < _nb_orig_names) {
1594 /* Original town name */
1595 t->townnamegrfid = 0;
1596 t->townnametype = SPECSTR_TOWNNAME_START + _settings_game.game_creation.town_name;
1597 } else {
1598 /* Newgrf town name */
1599 t->townnamegrfid = GetGRFTownNameId(_settings_game.game_creation.town_name - _nb_orig_names);
1600 t->townnametype = GetGRFTownNameType(_settings_game.game_creation.town_name - _nb_orig_names);
1602 t->townnameparts = townnameparts;
1604 t->UpdateVirtCoord();
1605 InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 0);
1607 t->InitializeLayout(layout);
1609 t->larger_town = city;
1611 int x = (int)size * 16 + 3;
1612 if (size == TSZ_RANDOM) x = (Random() & 0xF) + 8;
1613 /* Don't create huge cities when founding town in-game */
1614 if (city && (!manual || _game_mode == GM_EDITOR)) x *= _settings_game.economy.initial_city_size;
1616 t->cache.num_houses += x;
1617 UpdateTownRadius(t);
1619 int i = x * 4;
1620 do {
1621 GrowTown(t);
1622 } while (--i);
1624 t->cache.num_houses -= x;
1625 UpdateTownRadius(t);
1626 UpdateTownMaxPass(t);
1627 UpdateAirportsNoise();
1631 * Checks if it's possible to place a town at given tile
1632 * @param tile tile to check
1633 * @return error value or zero cost
1635 static CommandCost TownCanBePlacedHere(TileIndex tile)
1637 /* Check if too close to the edge of map */
1638 if (DistanceFromEdge(tile) < 12) {
1639 return_cmd_error(STR_ERROR_TOO_CLOSE_TO_EDGE_OF_MAP_SUB);
1642 /* Check distance to all other towns. */
1643 if (IsCloseToTown(tile, 20)) {
1644 return_cmd_error(STR_ERROR_TOO_CLOSE_TO_ANOTHER_TOWN);
1647 /* Can only build on clear flat areas, possibly with trees. */
1648 if ((!IsTileType(tile, MP_CLEAR) && !IsTileType(tile, MP_TREES)) || !IsTileFlat(tile)) {
1649 return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
1652 return CommandCost(EXPENSES_OTHER);
1656 * Verifies this custom name is unique. Only custom names are checked.
1657 * @param name name to check
1658 * @return is this name unique?
1660 static bool IsUniqueTownName(const char *name)
1662 const Town *t;
1664 FOR_ALL_TOWNS(t) {
1665 if (t->name != NULL && strcmp(t->name, name) == 0) return false;
1668 return true;
1672 * Create a new town.
1673 * @param tile coordinates where town is built
1674 * @param flags type of operation
1675 * @param p1 0..1 size of the town (@see TownSize)
1676 * 2 true iff it should be a city
1677 * 3..5 town road layout (@see TownLayout)
1678 * 6 use random location (randomize \c tile )
1679 * @param p2 town name parts
1680 * @param text Custom name for the town. If empty, the town name parts will be used.
1681 * @return the cost of this operation or an error
1683 CommandCost CmdFoundTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
1685 TownSize size = Extract<TownSize, 0, 2>(p1);
1686 bool city = HasBit(p1, 2);
1687 TownLayout layout = Extract<TownLayout, 3, 3>(p1);
1688 TownNameParams par(_settings_game.game_creation.town_name);
1689 bool random = HasBit(p1, 6);
1690 uint32 townnameparts = p2;
1692 if (size >= TSZ_END) return CMD_ERROR;
1693 if (layout >= NUM_TLS) return CMD_ERROR;
1695 /* Some things are allowed only in the scenario editor and for game scripts. */
1696 if (_game_mode != GM_EDITOR && _current_company != OWNER_DEITY) {
1697 if (_settings_game.economy.found_town == TF_FORBIDDEN) return CMD_ERROR;
1698 if (size == TSZ_LARGE) return CMD_ERROR;
1699 if (random) return CMD_ERROR;
1700 if (_settings_game.economy.found_town != TF_CUSTOM_LAYOUT && layout != _settings_game.economy.town_layout) {
1701 return CMD_ERROR;
1703 } else if (_current_company == OWNER_DEITY && random) {
1704 /* Random parameter is not allowed for Game Scripts. */
1705 return CMD_ERROR;
1708 if (StrEmpty(text)) {
1709 /* If supplied name is empty, townnameparts has to generate unique automatic name */
1710 if (!VerifyTownName(townnameparts, &par)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE);
1711 } else {
1712 /* If name is not empty, it has to be unique custom name */
1713 if (Utf8StringLength(text) >= MAX_LENGTH_TOWN_NAME_CHARS) return CMD_ERROR;
1714 if (!IsUniqueTownName(text)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE);
1717 /* Allocate town struct */
1718 if (!Town::CanAllocateItem()) return_cmd_error(STR_ERROR_TOO_MANY_TOWNS);
1720 if (!random) {
1721 CommandCost ret = TownCanBePlacedHere(tile);
1722 if (ret.Failed()) return ret;
1725 static const byte price_mult[][TSZ_RANDOM + 1] = {{ 15, 25, 40, 25 }, { 20, 35, 55, 35 }};
1726 /* multidimensional arrays have to have defined length of non-first dimension */
1727 assert_compile(lengthof(price_mult[0]) == 4);
1729 CommandCost cost(EXPENSES_OTHER, _price[PR_BUILD_TOWN]);
1730 byte mult = price_mult[city][size];
1732 cost.MultiplyCost(mult);
1734 /* Create the town */
1735 if (flags & DC_EXEC) {
1736 if (cost.GetCost() > GetAvailableMoneyForCommand()) {
1737 _additional_cash_required = cost.GetCost();
1738 return CommandCost(EXPENSES_OTHER);
1741 Backup<bool> old_generating_world(_generating_world, true, FILE_LINE);
1742 UpdateNearestTownForRoadTiles(true);
1743 Town *t;
1744 if (random) {
1745 t = CreateRandomTown(20, townnameparts, size, city, layout);
1746 if (t == NULL) {
1747 cost = CommandCost(STR_ERROR_NO_SPACE_FOR_TOWN);
1748 } else {
1749 _new_town_id = t->index;
1751 } else {
1752 t = new Town(tile);
1753 DoCreateTown(t, tile, townnameparts, size, city, layout, true);
1755 UpdateNearestTownForRoadTiles(false);
1756 old_generating_world.Restore();
1758 if (t != NULL && !StrEmpty(text)) {
1759 t->name = stredup(text);
1760 t->UpdateVirtCoord();
1763 if (_game_mode != GM_EDITOR) {
1764 /* 't' can't be NULL since 'random' is false outside scenedit */
1765 assert(!random);
1766 char company_name[MAX_LENGTH_COMPANY_NAME_CHARS * MAX_CHAR_LENGTH];
1767 SetDParam(0, _current_company);
1768 GetString(company_name, STR_COMPANY_NAME, lastof(company_name));
1770 char *cn = stredup(company_name);
1771 SetDParamStr(0, cn);
1772 SetDParam(1, t->index);
1774 AddTileNewsItem(STR_NEWS_NEW_TOWN, NT_INDUSTRY_OPEN, tile, cn);
1775 AI::BroadcastNewEvent(new ScriptEventTownFounded(t->index));
1776 Game::NewEvent(new ScriptEventTownFounded(t->index));
1779 return cost;
1783 * Towns must all be placed on the same grid or when they eventually
1784 * interpenetrate their road networks will not mesh nicely; this
1785 * function adjusts a tile so that it aligns properly.
1787 * @param tile the tile to start at
1788 * @param layout which town layout algo is in effect
1789 * @return the adjusted tile
1791 static TileIndex AlignTileToGrid(TileIndex tile, TownLayout layout)
1793 switch (layout) {
1794 case TL_2X2_GRID: return TileXY(TileX(tile) - TileX(tile) % 3, TileY(tile) - TileY(tile) % 3);
1795 case TL_3X3_GRID: return TileXY(TileX(tile) & ~3, TileY(tile) & ~3);
1796 default: return tile;
1801 * Towns must all be placed on the same grid or when they eventually
1802 * interpenetrate their road networks will not mesh nicely; this
1803 * function tells you if a tile is properly aligned.
1805 * @param tile the tile to start at
1806 * @param layout which town layout algo is in effect
1807 * @return true if the tile is in the correct location
1809 static bool IsTileAlignedToGrid(TileIndex tile, TownLayout layout)
1811 switch (layout) {
1812 case TL_2X2_GRID: return TileX(tile) % 3 == 0 && TileY(tile) % 3 == 0;
1813 case TL_3X3_GRID: return TileX(tile) % 4 == 0 && TileY(tile) % 4 == 0;
1814 default: return true;
1819 * Used as the user_data for FindFurthestFromWater
1821 struct SpotData {
1822 TileIndex tile; ///< holds the tile that was found
1823 uint max_dist; ///< holds the distance that tile is from the water
1824 TownLayout layout; ///< tells us what kind of town we're building
1828 * CircularTileSearch callback; finds the tile furthest from any
1829 * water. slightly bit tricky, since it has to do a search of its own
1830 * in order to find the distance to the water from each square in the
1831 * radius.
1833 * Also, this never returns true, because it needs to take into
1834 * account all locations being searched before it knows which is the
1835 * furthest.
1837 * @param tile Start looking from this tile
1838 * @param user_data Storage area for data that must last across calls;
1839 * must be a pointer to struct SpotData
1841 * @return always false
1843 static bool FindFurthestFromWater(TileIndex tile, void *user_data)
1845 SpotData *sp = (SpotData*)user_data;
1846 uint dist = GetClosestWaterDistance(tile, true);
1848 if (IsTileType(tile, MP_CLEAR) &&
1849 IsTileFlat(tile) &&
1850 IsTileAlignedToGrid(tile, sp->layout) &&
1851 dist > sp->max_dist) {
1852 sp->tile = tile;
1853 sp->max_dist = dist;
1856 return false;
1860 * CircularTileSearch callback; finds the nearest land tile
1862 * @param tile Start looking from this tile
1863 * @param user_data not used
1865 static bool FindNearestEmptyLand(TileIndex tile, void *user_data)
1867 return IsTileType(tile, MP_CLEAR);
1871 * Given a spot on the map (presumed to be a water tile), find a good
1872 * coastal spot to build a city. We don't want to build too close to
1873 * the edge if we can help it (since that retards city growth) hence
1874 * the search within a search within a search. O(n*m^2), where n is
1875 * how far to search for land, and m is how far inland to look for a
1876 * flat spot.
1878 * @param tile Start looking from this spot.
1879 * @param layout the road layout to search for
1880 * @return tile that was found
1882 static TileIndex FindNearestGoodCoastalTownSpot(TileIndex tile, TownLayout layout)
1884 SpotData sp = { INVALID_TILE, 0, layout };
1886 TileIndex coast = tile;
1887 if (CircularTileSearch(&coast, 40, FindNearestEmptyLand, NULL)) {
1888 CircularTileSearch(&coast, 10, FindFurthestFromWater, &sp);
1889 return sp.tile;
1892 /* if we get here just give up */
1893 return INVALID_TILE;
1896 static Town *CreateRandomTown(uint attempts, uint32 townnameparts, TownSize size, bool city, TownLayout layout)
1898 assert(_game_mode == GM_EDITOR || _generating_world); // These are the preconditions for CMD_DELETE_TOWN
1900 if (!Town::CanAllocateItem()) return NULL;
1902 do {
1903 /* Generate a tile index not too close from the edge */
1904 TileIndex tile = AlignTileToGrid(RandomTile(), layout);
1906 /* if we tried to place the town on water, slide it over onto
1907 * the nearest likely-looking spot */
1908 if (IsTileType(tile, MP_WATER)) {
1909 tile = FindNearestGoodCoastalTownSpot(tile, layout);
1910 if (tile == INVALID_TILE) continue;
1913 /* Make sure town can be placed here */
1914 if (TownCanBePlacedHere(tile).Failed()) continue;
1916 /* Allocate a town struct */
1917 Town *t = new Town(tile);
1919 DoCreateTown(t, tile, townnameparts, size, city, layout, false);
1921 /* if the population is still 0 at the point, then the
1922 * placement is so bad it couldn't grow at all */
1923 if (t->cache.population > 0) return t;
1925 Backup<CompanyByte> cur_company(_current_company, OWNER_TOWN, FILE_LINE);
1926 CommandCost rc = DoCommand(t->xy, t->index, 0, DC_EXEC, CMD_DELETE_TOWN);
1927 cur_company.Restore();
1928 assert(rc.Succeeded());
1930 /* We already know that we can allocate a single town when
1931 * entering this function. However, we create and delete
1932 * a town which "resets" the allocation checks. As such we
1933 * need to check again when assertions are enabled. */
1934 assert(Town::CanAllocateItem());
1935 } while (--attempts != 0);
1937 return NULL;
1940 static const byte _num_initial_towns[4] = {5, 11, 23, 46}; // very low, low, normal, high
1943 * This function will generate a certain amount of towns, with a certain layout
1944 * It can be called from the scenario editor (i.e.: generate Random Towns)
1945 * as well as from world creation.
1946 * @param layout which towns will be set to, when created
1947 * @return true if towns have been successfully created
1949 bool GenerateTowns(TownLayout layout)
1951 uint current_number = 0;
1952 uint difficulty = (_game_mode != GM_EDITOR) ? _settings_game.difficulty.number_towns : 0;
1953 uint total = (difficulty == (uint)CUSTOM_TOWN_NUMBER_DIFFICULTY) ? _settings_game.game_creation.custom_town_number : ScaleByMapSize(_num_initial_towns[difficulty] + (Random() & 7));
1954 total = min(TownPool::MAX_SIZE, total);
1955 uint32 townnameparts;
1956 TownNames town_names;
1958 SetGeneratingWorldProgress(GWP_TOWN, total);
1960 /* First attempt will be made at creating the suggested number of towns.
1961 * Note that this is really a suggested value, not a required one.
1962 * We would not like the system to lock up just because the user wanted 100 cities on a 64*64 map, would we? */
1963 do {
1964 bool city = (_settings_game.economy.larger_towns != 0 && Chance16(1, _settings_game.economy.larger_towns));
1965 IncreaseGeneratingWorldProgress(GWP_TOWN);
1966 /* Get a unique name for the town. */
1967 if (!GenerateTownName(&townnameparts, &town_names)) continue;
1968 /* try 20 times to create a random-sized town for the first loop. */
1969 if (CreateRandomTown(20, townnameparts, TSZ_RANDOM, city, layout) != NULL) current_number++; // If creation was successful, raise a flag.
1970 } while (--total);
1972 town_names.clear();
1974 if (current_number != 0) return true;
1976 /* If current_number is still zero at this point, it means that not a single town has been created.
1977 * So give it a last try, but now more aggressive */
1978 if (GenerateTownName(&townnameparts) &&
1979 CreateRandomTown(10000, townnameparts, TSZ_RANDOM, _settings_game.economy.larger_towns != 0, layout) != NULL) {
1980 return true;
1983 /* If there are no towns at all and we are generating new game, bail out */
1984 if (Town::GetNumItems() == 0 && _game_mode != GM_EDITOR) {
1985 ShowErrorMessage(STR_ERROR_COULD_NOT_CREATE_TOWN, INVALID_STRING_ID, WL_CRITICAL);
1988 return false; // we are still without a town? we failed, simply
1993 * Returns the bit corresponding to the town zone of the specified tile
1994 * @param t Town on which town zone is to be found
1995 * @param tile TileIndex where town zone needs to be found
1996 * @return the bit position of the given zone, as defined in HouseZones
1998 HouseZonesBits GetTownRadiusGroup(const Town *t, TileIndex tile)
2000 uint dist = DistanceSquare(tile, t->xy);
2002 if (t->fund_buildings_months && dist <= 25) return HZB_TOWN_CENTRE;
2004 HouseZonesBits smallest = HZB_TOWN_EDGE;
2005 for (HouseZonesBits i = HZB_BEGIN; i < HZB_END; i++) {
2006 if (dist < t->cache.squared_town_zone_radius[i]) smallest = i;
2009 return smallest;
2013 * Clears tile and builds a house or house part.
2014 * @param tile tile index
2015 * @param t The town to clear the house for
2016 * @param counter of construction step
2017 * @param stage of construction (used for drawing)
2018 * @param type of house. Index into house specs array
2019 * @param random_bits required for newgrf houses
2020 * @pre house can be built here
2022 static inline void ClearMakeHouseTile(TileIndex tile, Town *t, byte counter, byte stage, HouseID type, byte random_bits)
2024 CommandCost cc = DoCommand(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR);
2026 assert(cc.Succeeded());
2028 IncreaseBuildingCount(t, type);
2029 MakeHouseTile(tile, t->index, counter, stage, type, random_bits);
2030 if (HouseSpec::Get(type)->building_flags & BUILDING_IS_ANIMATED) AddAnimatedTile(tile);
2032 MarkTileDirtyByTile(tile);
2037 * Write house information into the map. For houses > 1 tile, all tiles are marked.
2038 * @param t tile index
2039 * @param town The town related to this house
2040 * @param counter of construction step
2041 * @param stage of construction (used for drawing)
2042 * @param type of house. Index into house specs array
2043 * @param random_bits required for newgrf houses
2044 * @pre house can be built here
2046 static void MakeTownHouse(TileIndex t, Town *town, byte counter, byte stage, HouseID type, byte random_bits)
2048 BuildingFlags size = HouseSpec::Get(type)->building_flags;
2050 ClearMakeHouseTile(t, town, counter, stage, type, random_bits);
2051 if (size & BUILDING_2_TILES_Y) ClearMakeHouseTile(t + TileDiffXY(0, 1), town, counter, stage, ++type, random_bits);
2052 if (size & BUILDING_2_TILES_X) ClearMakeHouseTile(t + TileDiffXY(1, 0), town, counter, stage, ++type, random_bits);
2053 if (size & BUILDING_HAS_4_TILES) ClearMakeHouseTile(t + TileDiffXY(1, 1), town, counter, stage, ++type, random_bits);
2058 * Checks if a house can be built here. Important is slope, bridge above
2059 * and ability to clear the land.
2060 * @param tile tile to check
2061 * @param town town that is checking
2062 * @param noslope are slopes (foundations) allowed?
2063 * @return true iff house can be built here
2065 static inline bool CanBuildHouseHere(TileIndex tile, TownID town, bool noslope)
2067 /* cannot build on these slopes... */
2068 Slope slope = GetTileSlope(tile);
2069 if ((noslope && slope != SLOPE_FLAT) || IsSteepSlope(slope)) return false;
2071 /* building under a bridge? */
2072 if (IsBridgeAbove(tile)) return false;
2074 /* do not try to build over house owned by another town */
2075 if (IsTileType(tile, MP_HOUSE) && GetTownIndex(tile) != town) return false;
2077 /* can we clear the land? */
2078 return DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR).Succeeded();
2083 * Checks if a house can be built at this tile, must have the same max z as parameter.
2084 * @param tile tile to check
2085 * @param town town that is checking
2086 * @param z max z of this tile so more parts of a house are at the same height (with foundation)
2087 * @param noslope are slopes (foundations) allowed?
2088 * @return true iff house can be built here
2089 * @see CanBuildHouseHere()
2091 static inline bool CheckBuildHouseSameZ(TileIndex tile, TownID town, int z, bool noslope)
2093 if (!CanBuildHouseHere(tile, town, noslope)) return false;
2095 /* if building on slopes is allowed, there will be flattening foundation (to tile max z) */
2096 if (GetTileMaxZ(tile) != z) return false;
2098 return true;
2103 * Checks if a house of size 2x2 can be built at this tile
2104 * @param tile tile, N corner
2105 * @param town town that is checking
2106 * @param z maximum tile z so all tile have the same max z
2107 * @param noslope are slopes (foundations) allowed?
2108 * @return true iff house can be built
2109 * @see CheckBuildHouseSameZ()
2111 static bool CheckFree2x2Area(TileIndex tile, TownID town, int z, bool noslope)
2113 /* we need to check this tile too because we can be at different tile now */
2114 if (!CheckBuildHouseSameZ(tile, town, z, noslope)) return false;
2116 for (DiagDirection d = DIAGDIR_SE; d < DIAGDIR_END; d++) {
2117 tile += TileOffsByDiagDir(d);
2118 if (!CheckBuildHouseSameZ(tile, town, z, noslope)) return false;
2121 return true;
2126 * Checks if current town layout allows building here
2127 * @param t town
2128 * @param tile tile to check
2129 * @return true iff town layout allows building here
2130 * @note see layouts
2132 static inline bool TownLayoutAllowsHouseHere(Town *t, TileIndex tile)
2134 /* Allow towns everywhere when we don't build roads */
2135 if (!_settings_game.economy.allow_town_roads && !_generating_world) return true;
2137 TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);
2139 switch (t->layout) {
2140 case TL_2X2_GRID:
2141 if ((grid_pos.x % 3) == 0 || (grid_pos.y % 3) == 0) return false;
2142 break;
2144 case TL_3X3_GRID:
2145 if ((grid_pos.x % 4) == 0 || (grid_pos.y % 4) == 0) return false;
2146 break;
2148 default:
2149 break;
2152 return true;
2157 * Checks if current town layout allows 2x2 building here
2158 * @param t town
2159 * @param tile tile to check
2160 * @return true iff town layout allows 2x2 building here
2161 * @note see layouts
2163 static inline bool TownLayoutAllows2x2HouseHere(Town *t, TileIndex tile)
2165 /* Allow towns everywhere when we don't build roads */
2166 if (!_settings_game.economy.allow_town_roads && !_generating_world) return true;
2168 /* Compute relative position of tile. (Positive offsets are towards north) */
2169 TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);
2171 switch (t->layout) {
2172 case TL_2X2_GRID:
2173 grid_pos.x %= 3;
2174 grid_pos.y %= 3;
2175 if ((grid_pos.x != 2 && grid_pos.x != -1) ||
2176 (grid_pos.y != 2 && grid_pos.y != -1)) return false;
2177 break;
2179 case TL_3X3_GRID:
2180 if ((grid_pos.x & 3) < 2 || (grid_pos.y & 3) < 2) return false;
2181 break;
2183 default:
2184 break;
2187 return true;
2192 * Checks if 1x2 or 2x1 building is allowed here, also takes into account current town layout
2193 * Also, tests both building positions that occupy this tile
2194 * @param tile tile where the building should be built
2195 * @param t town
2196 * @param maxz all tiles should have the same height
2197 * @param noslope are slopes forbidden?
2198 * @param second diagdir from first tile to second tile
2200 static bool CheckTownBuild2House(TileIndex *tile, Town *t, int maxz, bool noslope, DiagDirection second)
2202 /* 'tile' is already checked in BuildTownHouse() - CanBuildHouseHere() and slope test */
2204 TileIndex tile2 = *tile + TileOffsByDiagDir(second);
2205 if (TownLayoutAllowsHouseHere(t, tile2) && CheckBuildHouseSameZ(tile2, t->index, maxz, noslope)) return true;
2207 tile2 = *tile + TileOffsByDiagDir(ReverseDiagDir(second));
2208 if (TownLayoutAllowsHouseHere(t, tile2) && CheckBuildHouseSameZ(tile2, t->index, maxz, noslope)) {
2209 *tile = tile2;
2210 return true;
2213 return false;
2218 * Checks if 2x2 building is allowed here, also takes into account current town layout
2219 * Also, tests all four building positions that occupy this tile
2220 * @param tile tile where the building should be built
2221 * @param t town
2222 * @param maxz all tiles should have the same height
2223 * @param noslope are slopes forbidden?
2225 static bool CheckTownBuild2x2House(TileIndex *tile, Town *t, int maxz, bool noslope)
2227 TileIndex tile2 = *tile;
2229 for (DiagDirection d = DIAGDIR_SE;; d++) { // 'd' goes through DIAGDIR_SE, DIAGDIR_SW, DIAGDIR_NW, DIAGDIR_END
2230 if (TownLayoutAllows2x2HouseHere(t, tile2) && CheckFree2x2Area(tile2, t->index, maxz, noslope)) {
2231 *tile = tile2;
2232 return true;
2234 if (d == DIAGDIR_END) break;
2235 tile2 += TileOffsByDiagDir(ReverseDiagDir(d)); // go clockwise
2238 return false;
2243 * Tries to build a house at this tile
2244 * @param t town the house will belong to
2245 * @param tile where the house will be built
2246 * @return false iff no house can be built at this tile
2248 static bool BuildTownHouse(Town *t, TileIndex tile)
2250 /* forbidden building here by town layout */
2251 if (!TownLayoutAllowsHouseHere(t, tile)) return false;
2253 /* no house allowed at all, bail out */
2254 if (!CanBuildHouseHere(tile, t->index, false)) return false;
2256 Slope slope = GetTileSlope(tile);
2257 int maxz = GetTileMaxZ(tile);
2259 /* Get the town zone type of the current tile, as well as the climate.
2260 * This will allow to easily compare with the specs of the new house to build */
2261 HouseZonesBits rad = GetTownRadiusGroup(t, tile);
2263 /* Above snow? */
2264 int land = _settings_game.game_creation.landscape;
2265 if (land == LT_ARCTIC && maxz > HighestSnowLine()) land = -1;
2267 uint bitmask = (1 << rad) + (1 << (land + 12));
2269 /* bits 0-4 are used
2270 * bits 11-15 are used
2271 * bits 5-10 are not used. */
2272 HouseID houses[NUM_HOUSES];
2273 uint num = 0;
2274 uint probs[NUM_HOUSES];
2275 uint probability_max = 0;
2277 /* Generate a list of all possible houses that can be built. */
2278 for (uint i = 0; i < NUM_HOUSES; i++) {
2279 const HouseSpec *hs = HouseSpec::Get(i);
2281 /* Verify that the candidate house spec matches the current tile status */
2282 if ((~hs->building_availability & bitmask) != 0 || !hs->enabled || hs->grf_prop.override != INVALID_HOUSE_ID) continue;
2284 /* Don't let these counters overflow. Global counters are 32bit, there will never be that many houses. */
2285 if (hs->class_id != HOUSE_NO_CLASS) {
2286 /* id_count is always <= class_count, so it doesn't need to be checked */
2287 if (t->cache.building_counts.class_count[hs->class_id] == UINT16_MAX) continue;
2288 } else {
2289 /* If the house has no class, check id_count instead */
2290 if (t->cache.building_counts.id_count[i] == UINT16_MAX) continue;
2293 /* Without NewHouses, all houses have probability '1' */
2294 uint cur_prob = (_loaded_newgrf_features.has_newhouses ? hs->probability : 1);
2295 probability_max += cur_prob;
2296 probs[num] = cur_prob;
2297 houses[num++] = (HouseID)i;
2300 TileIndex baseTile = tile;
2302 while (probability_max > 0) {
2303 /* Building a multitile building can change the location of tile.
2304 * The building would still be built partially on that tile, but
2305 * its northern tile would be elsewhere. However, if the callback
2306 * fails we would be basing further work from the changed tile.
2307 * So a next 1x1 tile building could be built on the wrong tile. */
2308 tile = baseTile;
2310 uint r = RandomRange(probability_max);
2311 uint i;
2312 for (i = 0; i < num; i++) {
2313 if (probs[i] > r) break;
2314 r -= probs[i];
2317 HouseID house = houses[i];
2318 probability_max -= probs[i];
2320 /* remove tested house from the set */
2321 num--;
2322 houses[i] = houses[num];
2323 probs[i] = probs[num];
2325 const HouseSpec *hs = HouseSpec::Get(house);
2327 if (_loaded_newgrf_features.has_newhouses && !_generating_world &&
2328 _game_mode != GM_EDITOR && (hs->extra_flags & BUILDING_IS_HISTORICAL) != 0) {
2329 continue;
2332 if (_cur_year < hs->min_year || _cur_year > hs->max_year) continue;
2334 /* Special houses that there can be only one of. */
2335 uint oneof = 0;
2337 if (hs->building_flags & BUILDING_IS_CHURCH) {
2338 SetBit(oneof, TOWN_HAS_CHURCH);
2339 } else if (hs->building_flags & BUILDING_IS_STADIUM) {
2340 SetBit(oneof, TOWN_HAS_STADIUM);
2343 if (t->flags & oneof) continue;
2345 /* Make sure there is no slope? */
2346 bool noslope = (hs->building_flags & TILE_NOT_SLOPED) != 0;
2347 if (noslope && slope != SLOPE_FLAT) continue;
2349 if (hs->building_flags & TILE_SIZE_2x2) {
2350 if (!CheckTownBuild2x2House(&tile, t, maxz, noslope)) continue;
2351 } else if (hs->building_flags & TILE_SIZE_2x1) {
2352 if (!CheckTownBuild2House(&tile, t, maxz, noslope, DIAGDIR_SW)) continue;
2353 } else if (hs->building_flags & TILE_SIZE_1x2) {
2354 if (!CheckTownBuild2House(&tile, t, maxz, noslope, DIAGDIR_SE)) continue;
2355 } else {
2356 /* 1x1 house checks are already done */
2359 byte random_bits = Random();
2361 if (HasBit(hs->callback_mask, CBM_HOUSE_ALLOW_CONSTRUCTION)) {
2362 uint16 callback_res = GetHouseCallback(CBID_HOUSE_ALLOW_CONSTRUCTION, 0, 0, house, t, tile, true, random_bits);
2363 if (callback_res != CALLBACK_FAILED && !Convert8bitBooleanCallback(hs->grf_prop.grffile, CBID_HOUSE_ALLOW_CONSTRUCTION, callback_res)) continue;
2366 /* build the house */
2367 t->cache.num_houses++;
2369 /* Special houses that there can be only one of. */
2370 t->flags |= oneof;
2372 byte construction_counter = 0;
2373 byte construction_stage = 0;
2375 if (_generating_world || _game_mode == GM_EDITOR) {
2376 uint32 r = Random();
2378 construction_stage = TOWN_HOUSE_COMPLETED;
2379 if (Chance16(1, 7)) construction_stage = GB(r, 0, 2);
2381 if (construction_stage == TOWN_HOUSE_COMPLETED) {
2382 ChangePopulation(t, hs->population);
2383 } else {
2384 construction_counter = GB(r, 2, 2);
2388 MakeTownHouse(tile, t, construction_counter, construction_stage, house, random_bits);
2389 UpdateTownRadius(t);
2390 UpdateTownCargoes(t, tile);
2392 return true;
2395 return false;
2399 * Update data structures when a house is removed
2400 * @param tile Tile of the house
2401 * @param t Town owning the house
2402 * @param house House type
2404 static void DoClearTownHouseHelper(TileIndex tile, Town *t, HouseID house)
2406 assert(IsTileType(tile, MP_HOUSE));
2407 DecreaseBuildingCount(t, house);
2408 DoClearSquare(tile);
2409 DeleteAnimatedTile(tile);
2411 DeleteNewGRFInspectWindow(GSF_HOUSES, tile);
2415 * Determines if a given HouseID is part of a multitile house.
2416 * The given ID is set to the ID of the north tile and the TileDiff to the north tile is returned.
2418 * @param house Is changed to the HouseID of the north tile of the same house
2419 * @return TileDiff from the tile of the given HouseID to the north tile
2421 TileIndexDiff GetHouseNorthPart(HouseID &house)
2423 if (house >= 3) { // house id 0,1,2 MUST be single tile houses, or this code breaks.
2424 if (HouseSpec::Get(house - 1)->building_flags & TILE_SIZE_2x1) {
2425 house--;
2426 return TileDiffXY(-1, 0);
2427 } else if (HouseSpec::Get(house - 1)->building_flags & BUILDING_2_TILES_Y) {
2428 house--;
2429 return TileDiffXY(0, -1);
2430 } else if (HouseSpec::Get(house - 2)->building_flags & BUILDING_HAS_4_TILES) {
2431 house -= 2;
2432 return TileDiffXY(-1, 0);
2433 } else if (HouseSpec::Get(house - 3)->building_flags & BUILDING_HAS_4_TILES) {
2434 house -= 3;
2435 return TileDiffXY(-1, -1);
2438 return 0;
2441 void ClearTownHouse(Town *t, TileIndex tile)
2443 assert(IsTileType(tile, MP_HOUSE));
2445 HouseID house = GetHouseType(tile);
2447 /* need to align the tile to point to the upper left corner of the house */
2448 tile += GetHouseNorthPart(house); // modifies house to the ID of the north tile
2450 const HouseSpec *hs = HouseSpec::Get(house);
2452 /* Remove population from the town if the house is finished. */
2453 if (IsHouseCompleted(tile)) {
2454 ChangePopulation(t, -hs->population);
2457 t->cache.num_houses--;
2459 /* Clear flags for houses that only may exist once/town. */
2460 if (hs->building_flags & BUILDING_IS_CHURCH) {
2461 ClrBit(t->flags, TOWN_HAS_CHURCH);
2462 } else if (hs->building_flags & BUILDING_IS_STADIUM) {
2463 ClrBit(t->flags, TOWN_HAS_STADIUM);
2466 /* Do the actual clearing of tiles */
2467 uint eflags = hs->building_flags;
2468 DoClearTownHouseHelper(tile, t, house);
2469 if (eflags & BUILDING_2_TILES_Y) DoClearTownHouseHelper(tile + TileDiffXY(0, 1), t, ++house);
2470 if (eflags & BUILDING_2_TILES_X) DoClearTownHouseHelper(tile + TileDiffXY(1, 0), t, ++house);
2471 if (eflags & BUILDING_HAS_4_TILES) DoClearTownHouseHelper(tile + TileDiffXY(1, 1), t, ++house);
2473 UpdateTownRadius(t);
2475 /* Update cargo acceptance. */
2476 UpdateTownCargoes(t, tile);
2480 * Rename a town (server-only).
2481 * @param tile unused
2482 * @param flags type of operation
2483 * @param p1 town ID to rename
2484 * @param p2 unused
2485 * @param text the new name or an empty string when resetting to the default
2486 * @return the cost of this operation or an error
2488 CommandCost CmdRenameTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
2490 Town *t = Town::GetIfValid(p1);
2491 if (t == NULL) return CMD_ERROR;
2493 bool reset = StrEmpty(text);
2495 if (!reset) {
2496 if (Utf8StringLength(text) >= MAX_LENGTH_TOWN_NAME_CHARS) return CMD_ERROR;
2497 if (!IsUniqueTownName(text)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE);
2500 if (flags & DC_EXEC) {
2501 free(t->name);
2502 t->name = reset ? NULL : stredup(text);
2504 t->UpdateVirtCoord();
2505 InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 1);
2506 UpdateAllStationVirtCoords();
2508 return CommandCost();
2512 * Determines the first cargo with a certain town effect
2513 * @param effect Town effect of interest
2514 * @return first active cargo slot with that effect
2516 const CargoSpec *FindFirstCargoWithTownEffect(TownEffect effect)
2518 const CargoSpec *cs;
2519 FOR_ALL_CARGOSPECS(cs) {
2520 if (cs->town_effect == effect) return cs;
2522 return NULL;
2525 static void UpdateTownGrowRate(Town *t);
2528 * Change the cargo goal of a town.
2529 * @param tile Unused.
2530 * @param flags Type of operation.
2531 * @param p1 various bitstuffed elements
2532 * - p1 = (bit 0 - 15) - Town ID to cargo game of.
2533 * - p1 = (bit 16 - 23) - TownEffect to change the game of.
2534 * @param p2 The new goal value.
2535 * @param text Unused.
2536 * @return Empty cost or an error.
2538 CommandCost CmdTownCargoGoal(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
2540 if (_current_company != OWNER_DEITY) return CMD_ERROR;
2542 TownEffect te = (TownEffect)GB(p1, 16, 8);
2543 if (te < TE_BEGIN || te >= TE_END) return CMD_ERROR;
2545 uint16 index = GB(p1, 0, 16);
2546 Town *t = Town::GetIfValid(index);
2547 if (t == NULL) return CMD_ERROR;
2549 /* Validate if there is a cargo which is the requested TownEffect */
2550 const CargoSpec *cargo = FindFirstCargoWithTownEffect(te);
2551 if (cargo == NULL) return CMD_ERROR;
2553 if (flags & DC_EXEC) {
2554 t->goal[te] = p2;
2555 UpdateTownGrowRate(t);
2556 InvalidateWindowData(WC_TOWN_VIEW, index);
2559 return CommandCost();
2563 * Set a custom text in the Town window.
2564 * @param tile Unused.
2565 * @param flags Type of operation.
2566 * @param p1 Town ID to change the text of.
2567 * @param p2 Unused.
2568 * @param text The new text (empty to remove the text).
2569 * @return Empty cost or an error.
2571 CommandCost CmdTownSetText(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
2573 if (_current_company != OWNER_DEITY) return CMD_ERROR;
2574 Town *t = Town::GetIfValid(p1);
2575 if (t == NULL) return CMD_ERROR;
2577 if (flags & DC_EXEC) {
2578 free(t->text);
2579 t->text = StrEmpty(text) ? NULL : stredup(text);
2580 InvalidateWindowData(WC_TOWN_VIEW, p1);
2583 return CommandCost();
2587 * Change the growth rate of the town.
2588 * @param tile Unused.
2589 * @param flags Type of operation.
2590 * @param p1 Town ID to cargo game of.
2591 * @param p2 Amount of days between growth, or TOWN_GROW_RATE_CUSTOM_NONE, or 0 to reset custom growth rate.
2592 * @param text Unused.
2593 * @return Empty cost or an error.
2595 CommandCost CmdTownGrowthRate(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
2597 if (_current_company != OWNER_DEITY) return CMD_ERROR;
2598 if ((p2 & TOWN_GROW_RATE_CUSTOM) != 0 && p2 != TOWN_GROW_RATE_CUSTOM_NONE) return CMD_ERROR;
2599 if (GB(p2, 16, 16) != 0) return CMD_ERROR;
2601 Town *t = Town::GetIfValid(p1);
2602 if (t == NULL) return CMD_ERROR;
2604 if (flags & DC_EXEC) {
2605 if (p2 == 0) {
2606 /* Clear TOWN_GROW_RATE_CUSTOM, UpdateTownGrowRate will determine a proper value */
2607 t->growth_rate = 0;
2608 } else {
2609 uint old_rate = t->growth_rate & ~TOWN_GROW_RATE_CUSTOM;
2610 if (t->grow_counter >= old_rate) {
2611 /* This also catches old_rate == 0 */
2612 t->grow_counter = p2;
2613 } else {
2614 /* Scale grow_counter, so half finished houses stay half finished */
2615 t->grow_counter = t->grow_counter * p2 / old_rate;
2617 t->growth_rate = p2 | TOWN_GROW_RATE_CUSTOM;
2619 UpdateTownGrowRate(t);
2620 InvalidateWindowData(WC_TOWN_VIEW, p1);
2623 return CommandCost();
2627 * Expand a town (scenario editor only).
2628 * @param tile Unused.
2629 * @param flags Type of operation.
2630 * @param p1 Town ID to expand.
2631 * @param p2 Amount to grow, or 0 to grow a random size up to the current amount of houses.
2632 * @param text Unused.
2633 * @return Empty cost or an error.
2635 CommandCost CmdExpandTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
2637 if (_game_mode != GM_EDITOR && _current_company != OWNER_DEITY) return CMD_ERROR;
2638 Town *t = Town::GetIfValid(p1);
2639 if (t == NULL) return CMD_ERROR;
2641 if (flags & DC_EXEC) {
2642 /* The more houses, the faster we grow */
2643 if (p2 == 0) {
2644 uint amount = RandomRange(ClampToU16(t->cache.num_houses / 10)) + 3;
2645 t->cache.num_houses += amount;
2646 UpdateTownRadius(t);
2648 uint n = amount * 10;
2649 do GrowTown(t); while (--n);
2651 t->cache.num_houses -= amount;
2652 } else {
2653 for (; p2 > 0; p2--) {
2654 /* Try several times to grow, as we are really suppose to grow */
2655 for (uint i = 0; i < 25; i++) if (GrowTown(t)) break;
2658 UpdateTownRadius(t);
2660 UpdateTownMaxPass(t);
2663 return CommandCost();
2667 * Delete a town (scenario editor or worldgen only).
2668 * @param tile Unused.
2669 * @param flags Type of operation.
2670 * @param p1 Town ID to delete.
2671 * @param p2 Unused.
2672 * @param text Unused.
2673 * @return Empty cost or an error.
2675 CommandCost CmdDeleteTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
2677 if (_game_mode != GM_EDITOR && !_generating_world) return CMD_ERROR;
2678 Town *t = Town::GetIfValid(p1);
2679 if (t == NULL) return CMD_ERROR;
2681 /* Stations refer to towns. */
2682 const Station *st;
2683 FOR_ALL_STATIONS(st) {
2684 if (st->town == t) {
2685 /* Non-oil rig stations are always a problem. */
2686 if (!(st->facilities & FACIL_AIRPORT) || st->airport.type != AT_OILRIG) return CMD_ERROR;
2687 /* We can only automatically delete oil rigs *if* there's no vehicle on them. */
2688 CommandCost ret = DoCommand(st->airport.tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
2689 if (ret.Failed()) return ret;
2693 /* Depots refer to towns. */
2694 const Depot *d;
2695 FOR_ALL_DEPOTS(d) {
2696 if (d->town == t) return CMD_ERROR;
2699 /* Check all tiles for town ownership. */
2700 for (TileIndex tile = 0; tile < MapSize(); ++tile) {
2701 bool try_clear = false;
2702 switch (GetTileType(tile)) {
2703 case MP_ROAD:
2704 try_clear = HasTownOwnedRoad(tile) && GetTownIndex(tile) == t->index;
2705 break;
2707 case MP_TUNNELBRIDGE:
2708 try_clear = IsTileOwner(tile, OWNER_TOWN) && ClosestTownFromTile(tile, UINT_MAX) == t;
2709 break;
2711 case MP_HOUSE:
2712 try_clear = GetTownIndex(tile) == t->index;
2713 break;
2715 case MP_INDUSTRY:
2716 try_clear = Industry::GetByTile(tile)->town == t;
2717 break;
2719 case MP_OBJECT:
2720 if (Town::GetNumItems() == 1) {
2721 /* No towns will be left, remove it! */
2722 try_clear = true;
2723 } else {
2724 Object *o = Object::GetByTile(tile);
2725 if (o->town == t) {
2726 if (o->type == OBJECT_STATUE) {
2727 /* Statue... always remove. */
2728 try_clear = true;
2729 } else {
2730 /* Tell to find a new town. */
2731 if (flags & DC_EXEC) o->town = NULL;
2735 break;
2737 default:
2738 break;
2740 if (try_clear) {
2741 CommandCost ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
2742 if (ret.Failed()) return ret;
2746 /* The town destructor will delete the other things related to the town. */
2747 if (flags & DC_EXEC) delete t;
2749 return CommandCost();
2753 * Factor in the cost of each town action.
2754 * @see TownActions
2756 const byte _town_action_costs[TACT_COUNT] = {
2757 2, 4, 9, 35, 48, 53, 117, 175
2760 static CommandCost TownActionAdvertiseSmall(Town *t, DoCommandFlag flags)
2762 if (flags & DC_EXEC) {
2763 ModifyStationRatingAround(t->xy, _current_company, 0x40, 10);
2765 return CommandCost();
2768 static CommandCost TownActionAdvertiseMedium(Town *t, DoCommandFlag flags)
2770 if (flags & DC_EXEC) {
2771 ModifyStationRatingAround(t->xy, _current_company, 0x70, 15);
2773 return CommandCost();
2776 static CommandCost TownActionAdvertiseLarge(Town *t, DoCommandFlag flags)
2778 if (flags & DC_EXEC) {
2779 ModifyStationRatingAround(t->xy, _current_company, 0xA0, 20);
2781 return CommandCost();
2784 static CommandCost TownActionRoadRebuild(Town *t, DoCommandFlag flags)
2786 /* Check if the company is allowed to fund new roads. */
2787 if (!_settings_game.economy.fund_roads) return CMD_ERROR;
2789 if (flags & DC_EXEC) {
2790 t->road_build_months = 6;
2792 char company_name[MAX_LENGTH_COMPANY_NAME_CHARS * MAX_CHAR_LENGTH];
2793 SetDParam(0, _current_company);
2794 GetString(company_name, STR_COMPANY_NAME, lastof(company_name));
2796 char *cn = stredup(company_name);
2797 SetDParam(0, t->index);
2798 SetDParamStr(1, cn);
2800 AddNewsItem(STR_NEWS_ROAD_REBUILDING, NT_GENERAL, NF_NORMAL, NR_TOWN, t->index, NR_NONE, UINT32_MAX, cn);
2801 AI::BroadcastNewEvent(new ScriptEventRoadReconstruction((ScriptCompany::CompanyID)(Owner)_current_company, t->index));
2802 Game::NewEvent(new ScriptEventRoadReconstruction((ScriptCompany::CompanyID)(Owner)_current_company, t->index));
2804 return CommandCost();
2808 * Check whether the land can be cleared.
2809 * @param tile Tile to check.
2810 * @return The tile can be cleared.
2812 static bool TryClearTile(TileIndex tile)
2814 Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
2815 CommandCost r = DoCommand(tile, 0, 0, DC_NONE, CMD_LANDSCAPE_CLEAR);
2816 cur_company.Restore();
2817 return r.Succeeded();
2820 /** Structure for storing data while searching the best place to build a statue. */
2821 struct StatueBuildSearchData {
2822 TileIndex best_position; ///< Best position found so far.
2823 int tile_count; ///< Number of tiles tried.
2825 StatueBuildSearchData(TileIndex best_pos, int count) : best_position(best_pos), tile_count(count) { }
2829 * Search callback function for #TownActionBuildStatue.
2830 * @param tile Tile on which to perform the search.
2831 * @param user_data Reference to the statue search data.
2832 * @return Result of the test.
2834 static bool SearchTileForStatue(TileIndex tile, void *user_data)
2836 static const int STATUE_NUMBER_INNER_TILES = 25; // Number of tiles int the center of the city, where we try to protect houses.
2838 StatueBuildSearchData *statue_data = (StatueBuildSearchData *)user_data;
2839 statue_data->tile_count++;
2841 /* Statues can be build on slopes, just like houses. Only the steep slopes is a no go. */
2842 if (IsSteepSlope(GetTileSlope(tile))) return false;
2843 /* Don't build statues under bridges. */
2844 if (IsBridgeAbove(tile)) return false;
2846 /* A clear-able open space is always preferred. */
2847 if ((IsTileType(tile, MP_CLEAR) || IsTileType(tile, MP_TREES)) && TryClearTile(tile)) {
2848 statue_data->best_position = tile;
2849 return true;
2852 bool house = IsTileType(tile, MP_HOUSE);
2854 /* Searching inside the inner circle. */
2855 if (statue_data->tile_count <= STATUE_NUMBER_INNER_TILES) {
2856 /* Save first house in inner circle. */
2857 if (house && statue_data->best_position == INVALID_TILE && TryClearTile(tile)) {
2858 statue_data->best_position = tile;
2861 /* If we have reached the end of the inner circle, and have a saved house, terminate the search. */
2862 return statue_data->tile_count == STATUE_NUMBER_INNER_TILES && statue_data->best_position != INVALID_TILE;
2865 /* Searching outside the circle, just pick the first possible spot. */
2866 statue_data->best_position = tile; // Is optimistic, the condition below must also hold.
2867 return house && TryClearTile(tile);
2871 * Perform a 9x9 tiles circular search from the center of the town
2872 * in order to find a free tile to place a statue
2873 * @param t town to search in
2874 * @param flags Used to check if the statue must be built or not.
2875 * @return Empty cost or an error.
2877 static CommandCost TownActionBuildStatue(Town *t, DoCommandFlag flags)
2879 if (!Object::CanAllocateItem()) return_cmd_error(STR_ERROR_TOO_MANY_OBJECTS);
2881 TileIndex tile = t->xy;
2882 StatueBuildSearchData statue_data(INVALID_TILE, 0);
2883 if (!CircularTileSearch(&tile, 9, SearchTileForStatue, &statue_data)) return_cmd_error(STR_ERROR_STATUE_NO_SUITABLE_PLACE);
2885 if (flags & DC_EXEC) {
2886 Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
2887 DoCommand(statue_data.best_position, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
2888 cur_company.Restore();
2889 BuildObject(OBJECT_STATUE, statue_data.best_position, _current_company, t);
2890 SetBit(t->statues, _current_company); // Once found and built, "inform" the Town.
2891 MarkTileDirtyByTile(statue_data.best_position);
2893 return CommandCost();
2896 static CommandCost TownActionFundBuildings(Town *t, DoCommandFlag flags)
2898 /* Check if it's allowed to buy the rights */
2899 if (!_settings_game.economy.fund_buildings) return CMD_ERROR;
2901 if (flags & DC_EXEC) {
2902 /* Build next tick */
2903 t->grow_counter = 1;
2904 /* And grow for 3 months */
2905 t->fund_buildings_months = 3;
2907 /* Enable growth (also checking GameScript's opinion) */
2908 UpdateTownGrowRate(t);
2910 SetWindowDirty(WC_TOWN_VIEW, t->index);
2912 return CommandCost();
2915 static CommandCost TownActionBuyRights(Town *t, DoCommandFlag flags)
2917 /* Check if it's allowed to buy the rights */
2918 if (!_settings_game.economy.exclusive_rights) return CMD_ERROR;
2920 if (flags & DC_EXEC) {
2921 t->exclusive_counter = 12;
2922 t->exclusivity = _current_company;
2924 ModifyStationRatingAround(t->xy, _current_company, 130, 17);
2926 SetWindowClassesDirty(WC_STATION_VIEW);
2928 /* Spawn news message */
2929 CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
2930 cni->FillData(Company::Get(_current_company));
2931 SetDParam(0, STR_NEWS_EXCLUSIVE_RIGHTS_TITLE);
2932 SetDParam(1, STR_NEWS_EXCLUSIVE_RIGHTS_DESCRIPTION);
2933 SetDParam(2, t->index);
2934 SetDParamStr(3, cni->company_name);
2935 AddNewsItem(STR_MESSAGE_NEWS_FORMAT, NT_GENERAL, NF_COMPANY, NR_TOWN, t->index, NR_NONE, UINT32_MAX, cni);
2936 AI::BroadcastNewEvent(new ScriptEventExclusiveTransportRights((ScriptCompany::CompanyID)(Owner)_current_company, t->index));
2937 Game::NewEvent(new ScriptEventExclusiveTransportRights((ScriptCompany::CompanyID)(Owner)_current_company, t->index));
2939 return CommandCost();
2942 static CommandCost TownActionBribe(Town *t, DoCommandFlag flags)
2944 if (flags & DC_EXEC) {
2945 if (Chance16(1, 14)) {
2946 /* set as unwanted for 6 months */
2947 t->unwanted[_current_company] = 6;
2949 /* set all close by station ratings to 0 */
2950 Station *st;
2951 FOR_ALL_STATIONS(st) {
2952 if (st->town == t && st->owner == _current_company) {
2953 for (CargoID i = 0; i < NUM_CARGO; i++) st->goods[i].rating = 0;
2957 /* only show error message to the executing player. All errors are handled command.c
2958 * but this is special, because it can only 'fail' on a DC_EXEC */
2959 if (IsLocalCompany()) ShowErrorMessage(STR_ERROR_BRIBE_FAILED, INVALID_STRING_ID, WL_INFO);
2961 /* decrease by a lot!
2962 * ChangeTownRating is only for stuff in demolishing. Bribe failure should
2963 * be independent of any cheat settings
2965 if (t->ratings[_current_company] > RATING_BRIBE_DOWN_TO) {
2966 t->ratings[_current_company] = RATING_BRIBE_DOWN_TO;
2967 SetWindowDirty(WC_TOWN_AUTHORITY, t->index);
2969 } else {
2970 ChangeTownRating(t, RATING_BRIBE_UP_STEP, RATING_BRIBE_MAXIMUM, DC_EXEC);
2973 return CommandCost();
2976 typedef CommandCost TownActionProc(Town *t, DoCommandFlag flags);
2977 static TownActionProc * const _town_action_proc[] = {
2978 TownActionAdvertiseSmall,
2979 TownActionAdvertiseMedium,
2980 TownActionAdvertiseLarge,
2981 TownActionRoadRebuild,
2982 TownActionBuildStatue,
2983 TownActionFundBuildings,
2984 TownActionBuyRights,
2985 TownActionBribe
2989 * Get a list of available actions to do at a town.
2990 * @param nump if not NULL add put the number of available actions in it
2991 * @param cid the company that is querying the town
2992 * @param t the town that is queried
2993 * @return bitmasked value of enabled actions
2995 uint GetMaskOfTownActions(int *nump, CompanyID cid, const Town *t)
2997 int num = 0;
2998 TownActions buttons = TACT_NONE;
3000 /* Spectators and unwanted have no options */
3001 if (cid != COMPANY_SPECTATOR && !(_settings_game.economy.bribe && t->unwanted[cid])) {
3003 /* Things worth more than this are not shown */
3004 Money avail = Company::Get(cid)->money + _price[PR_STATION_VALUE] * 200;
3006 /* Check the action bits for validity and
3007 * if they are valid add them */
3008 for (uint i = 0; i != lengthof(_town_action_costs); i++) {
3009 const TownActions cur = (TownActions)(1 << i);
3011 /* Is the company not able to bribe ? */
3012 if (cur == TACT_BRIBE && (!_settings_game.economy.bribe || t->ratings[cid] >= RATING_BRIBE_MAXIMUM)) continue;
3014 /* Is the company not able to buy exclusive rights ? */
3015 if (cur == TACT_BUY_RIGHTS && !_settings_game.economy.exclusive_rights) continue;
3017 /* Is the company not able to fund buildings ? */
3018 if (cur == TACT_FUND_BUILDINGS && !_settings_game.economy.fund_buildings) continue;
3020 /* Is the company not able to fund local road reconstruction? */
3021 if (cur == TACT_ROAD_REBUILD && !_settings_game.economy.fund_roads) continue;
3023 /* Is the company not able to build a statue ? */
3024 if (cur == TACT_BUILD_STATUE && HasBit(t->statues, cid)) continue;
3026 if (avail >= _town_action_costs[i] * _price[PR_TOWN_ACTION] >> 8) {
3027 buttons |= cur;
3028 num++;
3033 if (nump != NULL) *nump = num;
3034 return buttons;
3038 * Do a town action.
3039 * This performs an action such as advertising, building a statue, funding buildings,
3040 * but also bribing the town-council
3041 * @param tile unused
3042 * @param flags type of operation
3043 * @param p1 town to do the action at
3044 * @param p2 action to perform, @see _town_action_proc for the list of available actions
3045 * @param text unused
3046 * @return the cost of this operation or an error
3048 CommandCost CmdDoTownAction(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
3050 Town *t = Town::GetIfValid(p1);
3051 if (t == NULL || p2 >= lengthof(_town_action_proc)) return CMD_ERROR;
3053 if (!HasBit(GetMaskOfTownActions(NULL, _current_company, t), p2)) return CMD_ERROR;
3055 CommandCost cost(EXPENSES_OTHER, _price[PR_TOWN_ACTION] * _town_action_costs[p2] >> 8);
3057 CommandCost ret = _town_action_proc[p2](t, flags);
3058 if (ret.Failed()) return ret;
3060 if (flags & DC_EXEC) {
3061 SetWindowDirty(WC_TOWN_AUTHORITY, p1);
3064 return cost;
3067 static void UpdateTownRating(Town *t)
3069 /* Increase company ratings if they're low */
3070 const Company *c;
3071 FOR_ALL_COMPANIES(c) {
3072 if (t->ratings[c->index] < RATING_GROWTH_MAXIMUM) {
3073 t->ratings[c->index] = min((int)RATING_GROWTH_MAXIMUM, t->ratings[c->index] + RATING_GROWTH_UP_STEP);
3077 const Station *st;
3078 FOR_ALL_STATIONS(st) {
3079 if (DistanceSquare(st->xy, t->xy) <= t->cache.squared_town_zone_radius[0]) {
3080 if (st->time_since_load <= 20 || st->time_since_unload <= 20) {
3081 if (Company::IsValidID(st->owner)) {
3082 int new_rating = t->ratings[st->owner] + RATING_STATION_UP_STEP;
3083 t->ratings[st->owner] = min(new_rating, INT16_MAX); // do not let it overflow
3085 } else {
3086 if (Company::IsValidID(st->owner)) {
3087 int new_rating = t->ratings[st->owner] + RATING_STATION_DOWN_STEP;
3088 t->ratings[st->owner] = max(new_rating, INT16_MIN);
3094 /* clamp all ratings to valid values */
3095 for (uint i = 0; i < MAX_COMPANIES; i++) {
3096 t->ratings[i] = Clamp(t->ratings[i], RATING_MINIMUM, RATING_MAXIMUM);
3099 SetWindowDirty(WC_TOWN_AUTHORITY, t->index);
3102 static void UpdateTownGrowRate(Town *t)
3104 ClrBit(t->flags, TOWN_IS_GROWING);
3105 SetWindowDirty(WC_TOWN_VIEW, t->index);
3107 if (_settings_game.economy.town_growth_rate == 0 && t->fund_buildings_months == 0) return;
3109 if (t->fund_buildings_months == 0) {
3110 /* Check if all goals are reached for this town to grow (given we are not funding it) */
3111 for (int i = TE_BEGIN; i < TE_END; i++) {
3112 switch (t->goal[i]) {
3113 case TOWN_GROWTH_WINTER:
3114 if (TileHeight(t->xy) >= GetSnowLine() && t->received[i].old_act == 0 && t->cache.population > 90) return;
3115 break;
3116 case TOWN_GROWTH_DESERT:
3117 if (GetTropicZone(t->xy) == TROPICZONE_DESERT && t->received[i].old_act == 0 && t->cache.population > 60) return;
3118 break;
3119 default:
3120 if (t->goal[i] > t->received[i].old_act) return;
3121 break;
3126 if ((t->growth_rate & TOWN_GROW_RATE_CUSTOM) != 0) {
3127 if (t->growth_rate != TOWN_GROW_RATE_CUSTOM_NONE) SetBit(t->flags, TOWN_IS_GROWING);
3128 SetWindowDirty(WC_TOWN_VIEW, t->index);
3129 return;
3133 * Towns are processed every TOWN_GROWTH_TICKS ticks, and this is the
3134 * number of times towns are processed before a new building is built.
3136 static const uint16 _grow_count_values[2][6] = {
3137 { 120, 120, 120, 100, 80, 60 }, // Fund new buildings has been activated
3138 { 320, 420, 300, 220, 160, 100 } // Normal values
3141 int n = 0;
3143 const Station *st;
3144 FOR_ALL_STATIONS(st) {
3145 if (DistanceSquare(st->xy, t->xy) <= t->cache.squared_town_zone_radius[0]) {
3146 if (st->time_since_load <= 20 || st->time_since_unload <= 20) {
3147 n++;
3152 uint16 m;
3154 if (t->fund_buildings_months != 0) {
3155 m = _grow_count_values[0][min(n, 5)];
3156 } else {
3157 m = _grow_count_values[1][min(n, 5)];
3158 if (n == 0 && !Chance16(1, 12)) return;
3161 /* Use the normal growth rate values if new buildings have been funded in
3162 * this town and the growth rate is set to none. */
3163 uint growth_multiplier = _settings_game.economy.town_growth_rate != 0 ? _settings_game.economy.town_growth_rate - 1 : 1;
3165 m >>= growth_multiplier;
3166 if (t->larger_town) m /= 2;
3168 t->growth_rate = m / (t->cache.num_houses / 50 + 1);
3169 t->grow_counter = min(t->growth_rate, t->grow_counter);
3171 SetBit(t->flags, TOWN_IS_GROWING);
3172 SetWindowDirty(WC_TOWN_VIEW, t->index);
3175 static void UpdateTownAmounts(Town *t)
3177 for (CargoID i = 0; i < NUM_CARGO; i++) t->supplied[i].NewMonth();
3178 for (int i = TE_BEGIN; i < TE_END; i++) t->received[i].NewMonth();
3179 if (t->fund_buildings_months != 0) t->fund_buildings_months--;
3181 SetWindowDirty(WC_TOWN_VIEW, t->index);
3184 static void UpdateTownUnwanted(Town *t)
3186 const Company *c;
3188 FOR_ALL_COMPANIES(c) {
3189 if (t->unwanted[c->index] > 0) t->unwanted[c->index]--;
3194 * Checks whether the local authority allows construction of a new station (rail, road, airport, dock) on the given tile
3195 * @param tile The tile where the station shall be constructed.
3196 * @param flags Command flags. DC_NO_TEST_TOWN_RATING is tested.
3197 * @return Succeeded or failed command.
3199 CommandCost CheckIfAuthorityAllowsNewStation(TileIndex tile, DoCommandFlag flags)
3201 if (!Company::IsValidID(_current_company) || (flags & DC_NO_TEST_TOWN_RATING)) return CommandCost();
3203 Town *t = ClosestTownFromTile(tile, _settings_game.economy.dist_local_authority);
3204 if (t == NULL) return CommandCost();
3206 if (t->ratings[_current_company] > RATING_VERYPOOR) return CommandCost();
3208 SetDParam(0, t->index);
3209 return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
3213 * Return the town closest to the given tile within \a threshold.
3214 * @param tile Starting point of the search.
3215 * @param threshold Biggest allowed distance to the town.
3216 * @return Closest town to \a tile within \a threshold, or \c NULL if there is no such town.
3218 * @note This function only uses distance, the #ClosestTownFromTile function also takes town ownership into account.
3220 Town *CalcClosestTownFromTile(TileIndex tile, uint threshold)
3222 Town *t;
3223 uint best = threshold;
3224 Town *best_town = NULL;
3226 FOR_ALL_TOWNS(t) {
3227 uint dist = DistanceManhattan(tile, t->xy);
3228 if (dist < best) {
3229 best = dist;
3230 best_town = t;
3234 return best_town;
3238 * Return the town closest (in distance or ownership) to a given tile, within a given threshold.
3239 * @param tile Starting point of the search.
3240 * @param threshold Biggest allowed distance to the town.
3241 * @return Closest town to \a tile within \a threshold, or \c NULL if there is no such town.
3243 * @note If you only care about distance, you can use the #CalcClosestTownFromTile function.
3245 Town *ClosestTownFromTile(TileIndex tile, uint threshold)
3247 switch (GetTileType(tile)) {
3248 case MP_ROAD:
3249 if (IsRoadDepot(tile)) return CalcClosestTownFromTile(tile, threshold);
3251 if (!HasTownOwnedRoad(tile)) {
3252 TownID tid = GetTownIndex(tile);
3254 if (tid == (TownID)INVALID_TOWN) {
3255 /* in the case we are generating "many random towns", this value may be INVALID_TOWN */
3256 if (_generating_world) return CalcClosestTownFromTile(tile, threshold);
3257 assert(Town::GetNumItems() == 0);
3258 return NULL;
3261 assert(Town::IsValidID(tid));
3262 Town *town = Town::Get(tid);
3264 if (DistanceManhattan(tile, town->xy) >= threshold) town = NULL;
3266 return town;
3268 /* FALL THROUGH */
3270 case MP_HOUSE:
3271 return Town::GetByTile(tile);
3273 default:
3274 return CalcClosestTownFromTile(tile, threshold);
3278 static bool _town_rating_test = false; ///< If \c true, town rating is in test-mode.
3279 static SmallMap<const Town *, int, 4> _town_test_ratings; ///< Map of towns to modified ratings, while in town rating test-mode.
3282 * Switch the town rating to test-mode, to allow commands to be tested without affecting current ratings.
3283 * The function is safe to use in nested calls.
3284 * @param mode Test mode switch (\c true means go to test-mode, \c false means leave test-mode).
3286 void SetTownRatingTestMode(bool mode)
3288 static int ref_count = 0; // Number of times test-mode is switched on.
3289 if (mode) {
3290 if (ref_count == 0) {
3291 _town_test_ratings.Clear();
3293 ref_count++;
3294 } else {
3295 assert(ref_count > 0);
3296 ref_count--;
3298 _town_rating_test = !(ref_count == 0);
3302 * Get the rating of a town for the #_current_company.
3303 * @param t Town to get the rating from.
3304 * @return Rating of the current company in the given town.
3306 static int GetRating(const Town *t)
3308 if (_town_rating_test) {
3309 SmallMap<const Town *, int>::iterator it = _town_test_ratings.Find(t);
3310 if (it != _town_test_ratings.End()) {
3311 return it->second;
3314 return t->ratings[_current_company];
3318 * Changes town rating of the current company
3319 * @param t Town to affect
3320 * @param add Value to add
3321 * @param max Minimum (add < 0) resp. maximum (add > 0) rating that should be achievable with this change.
3322 * @param flags Command flags, especially DC_NO_MODIFY_TOWN_RATING is tested
3324 void ChangeTownRating(Town *t, int add, int max, DoCommandFlag flags)
3326 /* if magic_bulldozer cheat is active, town doesn't penalize for removing stuff */
3327 if (t == NULL || (flags & DC_NO_MODIFY_TOWN_RATING) ||
3328 !Company::IsValidID(_current_company) ||
3329 (_cheats.magic_bulldozer.value && add < 0)) {
3330 return;
3333 int rating = GetRating(t);
3334 if (add < 0) {
3335 if (rating > max) {
3336 rating += add;
3337 if (rating < max) rating = max;
3339 } else {
3340 if (rating < max) {
3341 rating += add;
3342 if (rating > max) rating = max;
3345 if (_town_rating_test) {
3346 _town_test_ratings[t] = rating;
3347 } else {
3348 SetBit(t->have_ratings, _current_company);
3349 t->ratings[_current_company] = rating;
3350 SetWindowDirty(WC_TOWN_AUTHORITY, t->index);
3355 * Does the town authority allow the (destructive) action of the current company?
3356 * @param flags Checking flags of the command.
3357 * @param t Town that must allow the company action.
3358 * @param type Type of action that is wanted.
3359 * @return A succeeded command if the action is allowed, a failed command if it is not allowed.
3361 CommandCost CheckforTownRating(DoCommandFlag flags, Town *t, TownRatingCheckType type)
3363 /* if magic_bulldozer cheat is active, town doesn't restrict your destructive actions */
3364 if (t == NULL || !Company::IsValidID(_current_company) ||
3365 _cheats.magic_bulldozer.value || (flags & DC_NO_TEST_TOWN_RATING)) {
3366 return CommandCost();
3369 /* minimum rating needed to be allowed to remove stuff */
3370 static const int needed_rating[][TOWN_RATING_CHECK_TYPE_COUNT] = {
3371 /* ROAD_REMOVE, TUNNELBRIDGE_REMOVE */
3372 { RATING_ROAD_NEEDED_PERMISSIVE, RATING_TUNNEL_BRIDGE_NEEDED_PERMISSIVE}, // Permissive
3373 { RATING_ROAD_NEEDED_NEUTRAL, RATING_TUNNEL_BRIDGE_NEEDED_NEUTRAL}, // Neutral
3374 { RATING_ROAD_NEEDED_HOSTILE, RATING_TUNNEL_BRIDGE_NEEDED_HOSTILE}, // Hostile
3377 /* check if you're allowed to remove the road/bridge/tunnel
3378 * owned by a town no removal if rating is lower than ... depends now on
3379 * difficulty setting. Minimum town rating selected by difficulty level
3381 int needed = needed_rating[_settings_game.difficulty.town_council_tolerance][type];
3383 if (GetRating(t) < needed) {
3384 SetDParam(0, t->index);
3385 return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
3388 return CommandCost();
3391 void TownsMonthlyLoop()
3393 Town *t;
3395 FOR_ALL_TOWNS(t) {
3396 if (t->road_build_months != 0) t->road_build_months--;
3398 if (t->exclusive_counter != 0) {
3399 if (--t->exclusive_counter == 0) t->exclusivity = INVALID_COMPANY;
3402 UpdateTownAmounts(t);
3403 UpdateTownRating(t);
3404 UpdateTownGrowRate(t);
3405 UpdateTownUnwanted(t);
3406 UpdateTownCargoes(t);
3409 UpdateTownCargoBitmap();
3412 void TownsYearlyLoop()
3414 /* Increment house ages */
3415 for (TileIndex t = 0; t < MapSize(); t++) {
3416 if (!IsTileType(t, MP_HOUSE)) continue;
3417 IncrementHouseAge(t);
3421 static CommandCost TerraformTile_Town(TileIndex tile, DoCommandFlag flags, int z_new, Slope tileh_new)
3423 if (AutoslopeEnabled()) {
3424 HouseID house = GetHouseType(tile);
3425 GetHouseNorthPart(house); // modifies house to the ID of the north tile
3426 const HouseSpec *hs = HouseSpec::Get(house);
3428 /* Here we differ from TTDP by checking TILE_NOT_SLOPED */
3429 if (((hs->building_flags & TILE_NOT_SLOPED) == 0) && !IsSteepSlope(tileh_new) &&
3430 (GetTileMaxZ(tile) == z_new + GetSlopeMaxZ(tileh_new))) {
3431 bool allow_terraform = true;
3433 /* Call the autosloping callback per tile, not for the whole building at once. */
3434 house = GetHouseType(tile);
3435 hs = HouseSpec::Get(house);
3436 if (HasBit(hs->callback_mask, CBM_HOUSE_AUTOSLOPE)) {
3437 /* If the callback fails, allow autoslope. */
3438 uint16 res = GetHouseCallback(CBID_HOUSE_AUTOSLOPE, 0, 0, house, Town::GetByTile(tile), tile);
3439 if (res != CALLBACK_FAILED && ConvertBooleanCallback(hs->grf_prop.grffile, CBID_HOUSE_AUTOSLOPE, res)) allow_terraform = false;
3442 if (allow_terraform) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
3446 return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
3449 /** Tile callback functions for a town */
3450 extern const TileTypeProcs _tile_type_town_procs = {
3451 DrawTile_Town, // draw_tile_proc
3452 GetSlopePixelZ_Town, // get_slope_z_proc
3453 ClearTile_Town, // clear_tile_proc
3454 AddAcceptedCargo_Town, // add_accepted_cargo_proc
3455 GetTileDesc_Town, // get_tile_desc_proc
3456 GetTileTrackStatus_Town, // get_tile_track_status_proc
3457 NULL, // click_tile_proc
3458 AnimateTile_Town, // animate_tile_proc
3459 TileLoop_Town, // tile_loop_proc
3460 ChangeTileOwner_Town, // change_tile_owner_proc
3461 AddProducedCargo_Town, // add_produced_cargo_proc
3462 NULL, // vehicle_enter_tile_proc
3463 GetFoundation_Town, // get_foundation_proc
3464 TerraformTile_Town, // terraform_tile_proc
3468 HouseSpec _house_specs[NUM_HOUSES];
3470 void ResetHouses()
3472 memset(&_house_specs, 0, sizeof(_house_specs));
3473 memcpy(&_house_specs, &_original_house_specs, sizeof(_original_house_specs));
3475 /* Reset any overrides that have been set. */
3476 _house_mngr.ResetOverride();