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/>.
10 /** @file town_cmd.cpp Handling of town tiles. */
13 #include "road_internal.h" /* Cleaning up road bits */
15 #include "landscape.h"
16 #include "viewport_func.h"
17 #include "cmd_helper.h"
18 #include "command_func.h"
20 #include "station_base.h"
21 #include "company_base.h"
22 #include "news_func.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"
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"
48 #include "game/game.hpp"
50 #include "table/strings.h"
51 #include "table/town_land.h"
53 #include "safeguards.h"
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
)
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. */
75 FOR_ALL_INDUSTRIES(i
) assert(i
->town
!= this);
77 /* ... and no object is related to us. */
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
)) {
85 assert(GetTownIndex(tile
) != this->index
);
89 assert(!HasTownOwnedRoad(tile
) || GetTownIndex(tile
) != this->index
);
93 assert(!IsTileOwner(tile
, OWNER_TOWN
) || ClosestTownFromTile(tile
, UINT_MAX
) != this);
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! */
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
;
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);
155 /* Make sure we have a valid town */
156 while (!Town::IsValidID(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;
175 static int _grow_town_result
;
177 /* Describe the possible states */
178 enum TownGrowthResult
{
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] = {
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
);
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
;
241 AddSortableSpriteToDraw(image
, dcts
->building
.pal
,
242 ti
->x
+ dcts
->subtile_x
,
243 ti
->y
+ dcts
->subtile_y
,
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
);
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
);
309 if (!LiftHasDestination(tile
)) {
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) */
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
);
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;
365 if (DistanceManhattan(tile
, t
->xy
) < dist
) return true;
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
,
383 SetWindowDirty(WC_TOWN_VIEW
, this->index
);
386 /** Update the virtual coords needed to draw the town sign for all towns. */
387 void UpdateAllTownVirtCoords()
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()
420 FOR_ALL_TOWNS(t
) pop
+= t
->cache
.population
;
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
);
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
);
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
) &&
487 AddAnimatedTile(tile
);
490 Town
*t
= Town::GetByTile(tile
);
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
;
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
);
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;
595 if (hs
->population
> 0) {
596 produced
[CT_PASSENGERS
]++;
598 if (hs
->mail_generation
> 0) {
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
));
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
);
642 AddAcceptedCargoSetMask(accepts
[2], GB(callback
, 8, 4), acceptance
, always_accepted
);
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
);
667 StringID new_name
= GetGRFStringID(hs
->grf_prop
.grffile
->grfid
, 0xD000 + callback_res
);
668 if (new_name
!= STR_NULL
&& new_name
!= STR_UNDEFINED
) {
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
)
693 static void ChangeTileOwner_Town(TileIndex tile
, Owner old_owner
, Owner new_owner
)
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
;
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. */
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()
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;
786 i
= t
->growth_rate
& (~TOWN_GROW_RATE_CUSTOM
);
797 if (_game_mode
== GM_EDITOR
) return;
801 /* Run town tick at regular intervals, but not all at once. */
802 if ((_tick_counter
+ t
->index
) % TOWN_GROWTH_TICKS
== 0) {
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;
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()) {
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. */
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
);
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
;
951 default: NOT_REACHED();
954 if ((grid_pos
.x
% 3) == 0) rcmd
|= ROAD_Y
;
955 if ((grid_pos
.y
% 3) == 0) rcmd
|= ROAD_X
;
959 if ((grid_pos
.x
% 4) == 0) rcmd
|= ROAD_Y
;
960 if ((grid_pos
.y
% 4) == 0) rcmd
|= ROAD_X
;
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;
983 rb_template
= ROAD_NONE
;
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
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
))) {
1025 /* If there are enough neighbors stop here */
1027 if (BuildTownHouse(t
, tile
)) {
1028 _grow_town_result
= GROWTH_SUCCEED
;
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
;
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. */
1087 if (bridge_length
++ >= 4) {
1088 /* Allow to cross rivers, not big lakes. */
1091 bridge_tile
+= delta
;
1092 } while (IsValidTile(bridge_tile
) && IsWaterTile(bridge_tile
) && !IsSea(bridge_tile
));
1095 if (bridge_length
++ >= 11) {
1096 /* Max 11 tile long bridges */
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
;
1116 /* Quit if it selecting an appropriate bridge type fails a large number of times. */
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
1126 * @li TL_BETTER_ROADS
1127 * @li Check if the town geometry allows a road and which one
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();
1161 rcmd
= GetTownRoadGridElement(t1
, tile
, target_dir
);
1162 if (rcmd
== ROAD_NONE
) return;
1165 case TL_BETTER_ROADS
:
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
)) {
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
);
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();
1208 rcmd
= GetTownRoadGridElement(t1
, tile
, target_dir
);
1211 case TL_BETTER_ROADS
:
1213 rcmd
= DiagDirToRoadBits(ReverseDiagDir(target_dir
));
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
);
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
));
1250 rcmd
= GetTownRoadGridElement(t1
, tile
, target_dir
);
1251 allow_house
= (rcmd
& DiagDirToRoadBits(target_dir
)) == ROAD_NONE
;
1254 case TL_BETTER_ROADS
: // Use original afterwards!
1255 GrowTownWithExtraHouse(t1
, TileAddByDiagDir(house_tile
, target_dir
));
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));
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
;
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
)) {
1318 return target_rb
!= ROAD_NONE
;
1321 return IsDriveThroughStopTile(target_tile
);
1323 case MP_TUNNELBRIDGE
:
1324 return GetTunnelBridgeTransportType(target_tile
) == TRANSPORT_ROAD
;
1332 /* Checked for void and water earlier */
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
)
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;
1368 _grow_town_result
= 10 + t
->cache
.num_houses
* 1 / 9;
1372 _grow_town_result
= 10 + t
->cache
.num_houses
* 4 / 9;
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
));
1392 /* Select a random bit from the blockmask, walk a step
1393 * and continue the search from there. */
1395 if (cur_rb
== ROAD_NONE
) return false;
1396 RoadBits target_bits
;
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
) {
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);
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);
1437 return (RoadBits
)((ROAD_NW
<< a
) + (ROAD_NW
<< b
));
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
[] = {
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();
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
) {
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();
1492 tile
= TILE_ADD(tile
, ToTileIndexDiff(*ptr
));
1496 cur_company
.Restore();
1500 void UpdateTownRadius(Town
*t
)
1502 static const uint32 _town_squared_town_zone_radius_data
[23][5] = {
1503 { 4, 0, 0, 0, 0}, // 0
1508 { 64, 0, 4, 0, 0}, // 20
1513 { 81, 0, 16, 0, 4}, // 40
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
));
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.
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
)
1563 t
->cache
.num_houses
= 0;
1564 t
->time_until_rebuild
= 10;
1565 UpdateTownRadius(t
);
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
) {
1574 if (FindFirstCargoWithTownEffect(TE_FOOD
) != NULL
) t
->goal
[TE_FOOD
] = TOWN_GROWTH_WINTER
;
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
;
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;
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
;
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
);
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
)
1665 if (t
->name
!= NULL
&& strcmp(t
->name
, name
) == 0) return false;
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
) {
1703 } else if (_current_company
== OWNER_DEITY
&& random
) {
1704 /* Random parameter is not allowed for Game Scripts. */
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
);
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
);
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);
1745 t
= CreateRandomTown(20, townnameparts
, size
, city
, layout
);
1747 cost
= CommandCost(STR_ERROR_NO_SPACE_FOR_TOWN
);
1749 _new_town_id
= t
->index
;
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 */
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
));
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
)
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
)
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
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
1833 * Also, this never returns true, because it needs to take into
1834 * account all locations being searched before it knows which is the
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
) &&
1850 IsTileAlignedToGrid(tile
, sp
->layout
) &&
1851 dist
> sp
->max_dist
) {
1853 sp
->max_dist
= dist
;
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
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
);
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
;
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);
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? */
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.
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
) {
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
;
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 noslope are slopes (foundations) allowed?
2062 * @return true iff house can be built here
2064 static inline bool CanBuildHouseHere(TileIndex tile
, bool noslope
)
2066 /* cannot build on these slopes... */
2067 Slope slope
= GetTileSlope(tile
);
2068 if ((noslope
&& slope
!= SLOPE_FLAT
) || IsSteepSlope(slope
)) return false;
2070 /* building under a bridge? */
2071 if (IsBridgeAbove(tile
)) return false;
2073 /* can we clear the land? */
2074 return DoCommand(tile
, 0, 0, DC_AUTO
| DC_NO_WATER
, CMD_LANDSCAPE_CLEAR
).Succeeded();
2079 * Checks if a house can be built at this tile, must have the same max z as parameter.
2080 * @param tile tile to check
2081 * @param z max z of this tile so more parts of a house are at the same height (with foundation)
2082 * @param noslope are slopes (foundations) allowed?
2083 * @return true iff house can be built here
2084 * @see CanBuildHouseHere()
2086 static inline bool CheckBuildHouseSameZ(TileIndex tile
, int z
, bool noslope
)
2088 if (!CanBuildHouseHere(tile
, noslope
)) return false;
2090 /* if building on slopes is allowed, there will be flattening foundation (to tile max z) */
2091 if (GetTileMaxZ(tile
) != z
) return false;
2098 * Checks if a house of size 2x2 can be built at this tile
2099 * @param tile tile, N corner
2100 * @param z maximum tile z so all tile have the same max z
2101 * @param noslope are slopes (foundations) allowed?
2102 * @return true iff house can be built
2103 * @see CheckBuildHouseSameZ()
2105 static bool CheckFree2x2Area(TileIndex tile
, int z
, bool noslope
)
2107 /* we need to check this tile too because we can be at different tile now */
2108 if (!CheckBuildHouseSameZ(tile
, z
, noslope
)) return false;
2110 for (DiagDirection d
= DIAGDIR_SE
; d
< DIAGDIR_END
; d
++) {
2111 tile
+= TileOffsByDiagDir(d
);
2112 if (!CheckBuildHouseSameZ(tile
, z
, noslope
)) return false;
2120 * Checks if current town layout allows building here
2122 * @param tile tile to check
2123 * @return true iff town layout allows building here
2126 static inline bool TownLayoutAllowsHouseHere(Town
*t
, TileIndex tile
)
2128 /* Allow towns everywhere when we don't build roads */
2129 if (!_settings_game
.economy
.allow_town_roads
&& !_generating_world
) return true;
2131 TileIndexDiffC grid_pos
= TileIndexToTileIndexDiffC(t
->xy
, tile
);
2133 switch (t
->layout
) {
2135 if ((grid_pos
.x
% 3) == 0 || (grid_pos
.y
% 3) == 0) return false;
2139 if ((grid_pos
.x
% 4) == 0 || (grid_pos
.y
% 4) == 0) return false;
2151 * Checks if current town layout allows 2x2 building here
2153 * @param tile tile to check
2154 * @return true iff town layout allows 2x2 building here
2157 static inline bool TownLayoutAllows2x2HouseHere(Town
*t
, TileIndex tile
)
2159 /* Allow towns everywhere when we don't build roads */
2160 if (!_settings_game
.economy
.allow_town_roads
&& !_generating_world
) return true;
2162 /* Compute relative position of tile. (Positive offsets are towards north) */
2163 TileIndexDiffC grid_pos
= TileIndexToTileIndexDiffC(t
->xy
, tile
);
2165 switch (t
->layout
) {
2169 if ((grid_pos
.x
!= 2 && grid_pos
.x
!= -1) ||
2170 (grid_pos
.y
!= 2 && grid_pos
.y
!= -1)) return false;
2174 if ((grid_pos
.x
& 3) < 2 || (grid_pos
.y
& 3) < 2) return false;
2186 * Checks if 1x2 or 2x1 building is allowed here, also takes into account current town layout
2187 * Also, tests both building positions that occupy this tile
2188 * @param tile tile where the building should be built
2190 * @param maxz all tiles should have the same height
2191 * @param noslope are slopes forbidden?
2192 * @param second diagdir from first tile to second tile
2194 static bool CheckTownBuild2House(TileIndex
*tile
, Town
*t
, int maxz
, bool noslope
, DiagDirection second
)
2196 /* 'tile' is already checked in BuildTownHouse() - CanBuildHouseHere() and slope test */
2198 TileIndex tile2
= *tile
+ TileOffsByDiagDir(second
);
2199 if (TownLayoutAllowsHouseHere(t
, tile2
) && CheckBuildHouseSameZ(tile2
, maxz
, noslope
)) return true;
2201 tile2
= *tile
+ TileOffsByDiagDir(ReverseDiagDir(second
));
2202 if (TownLayoutAllowsHouseHere(t
, tile2
) && CheckBuildHouseSameZ(tile2
, maxz
, noslope
)) {
2212 * Checks if 2x2 building is allowed here, also takes into account current town layout
2213 * Also, tests all four building positions that occupy this tile
2214 * @param tile tile where the building should be built
2216 * @param maxz all tiles should have the same height
2217 * @param noslope are slopes forbidden?
2219 static bool CheckTownBuild2x2House(TileIndex
*tile
, Town
*t
, int maxz
, bool noslope
)
2221 TileIndex tile2
= *tile
;
2223 for (DiagDirection d
= DIAGDIR_SE
;; d
++) { // 'd' goes through DIAGDIR_SE, DIAGDIR_SW, DIAGDIR_NW, DIAGDIR_END
2224 if (TownLayoutAllows2x2HouseHere(t
, tile2
) && CheckFree2x2Area(tile2
, maxz
, noslope
)) {
2228 if (d
== DIAGDIR_END
) break;
2229 tile2
+= TileOffsByDiagDir(ReverseDiagDir(d
)); // go clockwise
2237 * Tries to build a house at this tile
2238 * @param t town the house will belong to
2239 * @param tile where the house will be built
2240 * @return false iff no house can be built at this tile
2242 static bool BuildTownHouse(Town
*t
, TileIndex tile
)
2244 /* forbidden building here by town layout */
2245 if (!TownLayoutAllowsHouseHere(t
, tile
)) return false;
2247 /* no house allowed at all, bail out */
2248 if (!CanBuildHouseHere(tile
, false)) return false;
2250 Slope slope
= GetTileSlope(tile
);
2251 int maxz
= GetTileMaxZ(tile
);
2253 /* Get the town zone type of the current tile, as well as the climate.
2254 * This will allow to easily compare with the specs of the new house to build */
2255 HouseZonesBits rad
= GetTownRadiusGroup(t
, tile
);
2258 int land
= _settings_game
.game_creation
.landscape
;
2259 if (land
== LT_ARCTIC
&& maxz
> HighestSnowLine()) land
= -1;
2261 uint bitmask
= (1 << rad
) + (1 << (land
+ 12));
2263 /* bits 0-4 are used
2264 * bits 11-15 are used
2265 * bits 5-10 are not used. */
2266 HouseID houses
[NUM_HOUSES
];
2268 uint probs
[NUM_HOUSES
];
2269 uint probability_max
= 0;
2271 /* Generate a list of all possible houses that can be built. */
2272 for (uint i
= 0; i
< NUM_HOUSES
; i
++) {
2273 const HouseSpec
*hs
= HouseSpec::Get(i
);
2275 /* Verify that the candidate house spec matches the current tile status */
2276 if ((~hs
->building_availability
& bitmask
) != 0 || !hs
->enabled
|| hs
->grf_prop
.override
!= INVALID_HOUSE_ID
) continue;
2278 /* Don't let these counters overflow. Global counters are 32bit, there will never be that many houses. */
2279 if (hs
->class_id
!= HOUSE_NO_CLASS
) {
2280 /* id_count is always <= class_count, so it doesn't need to be checked */
2281 if (t
->cache
.building_counts
.class_count
[hs
->class_id
] == UINT16_MAX
) continue;
2283 /* If the house has no class, check id_count instead */
2284 if (t
->cache
.building_counts
.id_count
[i
] == UINT16_MAX
) continue;
2287 /* Without NewHouses, all houses have probability '1' */
2288 uint cur_prob
= (_loaded_newgrf_features
.has_newhouses
? hs
->probability
: 1);
2289 probability_max
+= cur_prob
;
2290 probs
[num
] = cur_prob
;
2291 houses
[num
++] = (HouseID
)i
;
2294 TileIndex baseTile
= tile
;
2296 while (probability_max
> 0) {
2297 /* Building a multitile building can change the location of tile.
2298 * The building would still be built partially on that tile, but
2299 * its northern tile would be elsewhere. However, if the callback
2300 * fails we would be basing further work from the changed tile.
2301 * So a next 1x1 tile building could be built on the wrong tile. */
2304 uint r
= RandomRange(probability_max
);
2306 for (i
= 0; i
< num
; i
++) {
2307 if (probs
[i
] > r
) break;
2311 HouseID house
= houses
[i
];
2312 probability_max
-= probs
[i
];
2314 /* remove tested house from the set */
2316 houses
[i
] = houses
[num
];
2317 probs
[i
] = probs
[num
];
2319 const HouseSpec
*hs
= HouseSpec::Get(house
);
2321 if (_loaded_newgrf_features
.has_newhouses
&& !_generating_world
&&
2322 _game_mode
!= GM_EDITOR
&& (hs
->extra_flags
& BUILDING_IS_HISTORICAL
) != 0) {
2326 if (_cur_year
< hs
->min_year
|| _cur_year
> hs
->max_year
) continue;
2328 /* Special houses that there can be only one of. */
2331 if (hs
->building_flags
& BUILDING_IS_CHURCH
) {
2332 SetBit(oneof
, TOWN_HAS_CHURCH
);
2333 } else if (hs
->building_flags
& BUILDING_IS_STADIUM
) {
2334 SetBit(oneof
, TOWN_HAS_STADIUM
);
2337 if (t
->flags
& oneof
) continue;
2339 /* Make sure there is no slope? */
2340 bool noslope
= (hs
->building_flags
& TILE_NOT_SLOPED
) != 0;
2341 if (noslope
&& slope
!= SLOPE_FLAT
) continue;
2343 if (hs
->building_flags
& TILE_SIZE_2x2
) {
2344 if (!CheckTownBuild2x2House(&tile
, t
, maxz
, noslope
)) continue;
2345 } else if (hs
->building_flags
& TILE_SIZE_2x1
) {
2346 if (!CheckTownBuild2House(&tile
, t
, maxz
, noslope
, DIAGDIR_SW
)) continue;
2347 } else if (hs
->building_flags
& TILE_SIZE_1x2
) {
2348 if (!CheckTownBuild2House(&tile
, t
, maxz
, noslope
, DIAGDIR_SE
)) continue;
2350 /* 1x1 house checks are already done */
2353 byte random_bits
= Random();
2355 if (HasBit(hs
->callback_mask
, CBM_HOUSE_ALLOW_CONSTRUCTION
)) {
2356 uint16 callback_res
= GetHouseCallback(CBID_HOUSE_ALLOW_CONSTRUCTION
, 0, 0, house
, t
, tile
, true, random_bits
);
2357 if (callback_res
!= CALLBACK_FAILED
&& !Convert8bitBooleanCallback(hs
->grf_prop
.grffile
, CBID_HOUSE_ALLOW_CONSTRUCTION
, callback_res
)) continue;
2360 /* build the house */
2361 t
->cache
.num_houses
++;
2363 /* Special houses that there can be only one of. */
2366 byte construction_counter
= 0;
2367 byte construction_stage
= 0;
2369 if (_generating_world
|| _game_mode
== GM_EDITOR
) {
2370 uint32 r
= Random();
2372 construction_stage
= TOWN_HOUSE_COMPLETED
;
2373 if (Chance16(1, 7)) construction_stage
= GB(r
, 0, 2);
2375 if (construction_stage
== TOWN_HOUSE_COMPLETED
) {
2376 ChangePopulation(t
, hs
->population
);
2378 construction_counter
= GB(r
, 2, 2);
2382 MakeTownHouse(tile
, t
, construction_counter
, construction_stage
, house
, random_bits
);
2383 UpdateTownRadius(t
);
2384 UpdateTownCargoes(t
, tile
);
2393 * Update data structures when a house is removed
2394 * @param tile Tile of the house
2395 * @param t Town owning the house
2396 * @param house House type
2398 static void DoClearTownHouseHelper(TileIndex tile
, Town
*t
, HouseID house
)
2400 assert(IsTileType(tile
, MP_HOUSE
));
2401 DecreaseBuildingCount(t
, house
);
2402 DoClearSquare(tile
);
2403 DeleteAnimatedTile(tile
);
2405 DeleteNewGRFInspectWindow(GSF_HOUSES
, tile
);
2409 * Determines if a given HouseID is part of a multitile house.
2410 * The given ID is set to the ID of the north tile and the TileDiff to the north tile is returned.
2412 * @param house Is changed to the HouseID of the north tile of the same house
2413 * @return TileDiff from the tile of the given HouseID to the north tile
2415 TileIndexDiff
GetHouseNorthPart(HouseID
&house
)
2417 if (house
>= 3) { // house id 0,1,2 MUST be single tile houses, or this code breaks.
2418 if (HouseSpec::Get(house
- 1)->building_flags
& TILE_SIZE_2x1
) {
2420 return TileDiffXY(-1, 0);
2421 } else if (HouseSpec::Get(house
- 1)->building_flags
& BUILDING_2_TILES_Y
) {
2423 return TileDiffXY(0, -1);
2424 } else if (HouseSpec::Get(house
- 2)->building_flags
& BUILDING_HAS_4_TILES
) {
2426 return TileDiffXY(-1, 0);
2427 } else if (HouseSpec::Get(house
- 3)->building_flags
& BUILDING_HAS_4_TILES
) {
2429 return TileDiffXY(-1, -1);
2435 void ClearTownHouse(Town
*t
, TileIndex tile
)
2437 assert(IsTileType(tile
, MP_HOUSE
));
2439 HouseID house
= GetHouseType(tile
);
2441 /* need to align the tile to point to the upper left corner of the house */
2442 tile
+= GetHouseNorthPart(house
); // modifies house to the ID of the north tile
2444 const HouseSpec
*hs
= HouseSpec::Get(house
);
2446 /* Remove population from the town if the house is finished. */
2447 if (IsHouseCompleted(tile
)) {
2448 ChangePopulation(t
, -hs
->population
);
2451 t
->cache
.num_houses
--;
2453 /* Clear flags for houses that only may exist once/town. */
2454 if (hs
->building_flags
& BUILDING_IS_CHURCH
) {
2455 ClrBit(t
->flags
, TOWN_HAS_CHURCH
);
2456 } else if (hs
->building_flags
& BUILDING_IS_STADIUM
) {
2457 ClrBit(t
->flags
, TOWN_HAS_STADIUM
);
2460 /* Do the actual clearing of tiles */
2461 uint eflags
= hs
->building_flags
;
2462 DoClearTownHouseHelper(tile
, t
, house
);
2463 if (eflags
& BUILDING_2_TILES_Y
) DoClearTownHouseHelper(tile
+ TileDiffXY(0, 1), t
, ++house
);
2464 if (eflags
& BUILDING_2_TILES_X
) DoClearTownHouseHelper(tile
+ TileDiffXY(1, 0), t
, ++house
);
2465 if (eflags
& BUILDING_HAS_4_TILES
) DoClearTownHouseHelper(tile
+ TileDiffXY(1, 1), t
, ++house
);
2467 UpdateTownRadius(t
);
2469 /* Update cargo acceptance. */
2470 UpdateTownCargoes(t
, tile
);
2474 * Rename a town (server-only).
2475 * @param tile unused
2476 * @param flags type of operation
2477 * @param p1 town ID to rename
2479 * @param text the new name or an empty string when resetting to the default
2480 * @return the cost of this operation or an error
2482 CommandCost
CmdRenameTown(TileIndex tile
, DoCommandFlag flags
, uint32 p1
, uint32 p2
, const char *text
)
2484 Town
*t
= Town::GetIfValid(p1
);
2485 if (t
== NULL
) return CMD_ERROR
;
2487 bool reset
= StrEmpty(text
);
2490 if (Utf8StringLength(text
) >= MAX_LENGTH_TOWN_NAME_CHARS
) return CMD_ERROR
;
2491 if (!IsUniqueTownName(text
)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE
);
2494 if (flags
& DC_EXEC
) {
2496 t
->name
= reset
? NULL
: stredup(text
);
2498 t
->UpdateVirtCoord();
2499 InvalidateWindowData(WC_TOWN_DIRECTORY
, 0, 1);
2500 UpdateAllStationVirtCoords();
2502 return CommandCost();
2506 * Determines the first cargo with a certain town effect
2507 * @param effect Town effect of interest
2508 * @return first active cargo slot with that effect
2510 const CargoSpec
*FindFirstCargoWithTownEffect(TownEffect effect
)
2512 const CargoSpec
*cs
;
2513 FOR_ALL_CARGOSPECS(cs
) {
2514 if (cs
->town_effect
== effect
) return cs
;
2519 static void UpdateTownGrowRate(Town
*t
);
2522 * Change the cargo goal of a town.
2523 * @param tile Unused.
2524 * @param flags Type of operation.
2525 * @param p1 various bitstuffed elements
2526 * - p1 = (bit 0 - 15) - Town ID to cargo game of.
2527 * - p1 = (bit 16 - 23) - TownEffect to change the game of.
2528 * @param p2 The new goal value.
2529 * @param text Unused.
2530 * @return Empty cost or an error.
2532 CommandCost
CmdTownCargoGoal(TileIndex tile
, DoCommandFlag flags
, uint32 p1
, uint32 p2
, const char *text
)
2534 if (_current_company
!= OWNER_DEITY
) return CMD_ERROR
;
2536 TownEffect te
= (TownEffect
)GB(p1
, 16, 8);
2537 if (te
< TE_BEGIN
|| te
>= TE_END
) return CMD_ERROR
;
2539 uint16 index
= GB(p1
, 0, 16);
2540 Town
*t
= Town::GetIfValid(index
);
2541 if (t
== NULL
) return CMD_ERROR
;
2543 /* Validate if there is a cargo which is the requested TownEffect */
2544 const CargoSpec
*cargo
= FindFirstCargoWithTownEffect(te
);
2545 if (cargo
== NULL
) return CMD_ERROR
;
2547 if (flags
& DC_EXEC
) {
2549 UpdateTownGrowRate(t
);
2550 InvalidateWindowData(WC_TOWN_VIEW
, index
);
2553 return CommandCost();
2557 * Set a custom text in the Town window.
2558 * @param tile Unused.
2559 * @param flags Type of operation.
2560 * @param p1 Town ID to change the text of.
2562 * @param text The new text (empty to remove the text).
2563 * @return Empty cost or an error.
2565 CommandCost
CmdTownSetText(TileIndex tile
, DoCommandFlag flags
, uint32 p1
, uint32 p2
, const char *text
)
2567 if (_current_company
!= OWNER_DEITY
) return CMD_ERROR
;
2568 Town
*t
= Town::GetIfValid(p1
);
2569 if (t
== NULL
) return CMD_ERROR
;
2571 if (flags
& DC_EXEC
) {
2573 t
->text
= StrEmpty(text
) ? NULL
: stredup(text
);
2574 InvalidateWindowData(WC_TOWN_VIEW
, p1
);
2577 return CommandCost();
2581 * Change the growth rate of the town.
2582 * @param tile Unused.
2583 * @param flags Type of operation.
2584 * @param p1 Town ID to cargo game of.
2585 * @param p2 Amount of days between growth, or TOWN_GROW_RATE_CUSTOM_NONE, or 0 to reset custom growth rate.
2586 * @param text Unused.
2587 * @return Empty cost or an error.
2589 CommandCost
CmdTownGrowthRate(TileIndex tile
, DoCommandFlag flags
, uint32 p1
, uint32 p2
, const char *text
)
2591 if (_current_company
!= OWNER_DEITY
) return CMD_ERROR
;
2592 if ((p2
& TOWN_GROW_RATE_CUSTOM
) != 0 && p2
!= TOWN_GROW_RATE_CUSTOM_NONE
) return CMD_ERROR
;
2593 if (GB(p2
, 16, 16) != 0) return CMD_ERROR
;
2595 Town
*t
= Town::GetIfValid(p1
);
2596 if (t
== NULL
) return CMD_ERROR
;
2598 if (flags
& DC_EXEC
) {
2600 /* Clear TOWN_GROW_RATE_CUSTOM, UpdateTownGrowRate will determine a proper value */
2603 uint old_rate
= t
->growth_rate
& ~TOWN_GROW_RATE_CUSTOM
;
2604 if (t
->grow_counter
>= old_rate
) {
2605 /* This also catches old_rate == 0 */
2606 t
->grow_counter
= p2
;
2608 /* Scale grow_counter, so half finished houses stay half finished */
2609 t
->grow_counter
= t
->grow_counter
* p2
/ old_rate
;
2611 t
->growth_rate
= p2
| TOWN_GROW_RATE_CUSTOM
;
2613 UpdateTownGrowRate(t
);
2614 InvalidateWindowData(WC_TOWN_VIEW
, p1
);
2617 return CommandCost();
2621 * Expand a town (scenario editor only).
2622 * @param tile Unused.
2623 * @param flags Type of operation.
2624 * @param p1 Town ID to expand.
2625 * @param p2 Amount to grow, or 0 to grow a random size up to the current amount of houses.
2626 * @param text Unused.
2627 * @return Empty cost or an error.
2629 CommandCost
CmdExpandTown(TileIndex tile
, DoCommandFlag flags
, uint32 p1
, uint32 p2
, const char *text
)
2631 if (_game_mode
!= GM_EDITOR
&& _current_company
!= OWNER_DEITY
) return CMD_ERROR
;
2632 Town
*t
= Town::GetIfValid(p1
);
2633 if (t
== NULL
) return CMD_ERROR
;
2635 if (flags
& DC_EXEC
) {
2636 /* The more houses, the faster we grow */
2638 uint amount
= RandomRange(ClampToU16(t
->cache
.num_houses
/ 10)) + 3;
2639 t
->cache
.num_houses
+= amount
;
2640 UpdateTownRadius(t
);
2642 uint n
= amount
* 10;
2643 do GrowTown(t
); while (--n
);
2645 t
->cache
.num_houses
-= amount
;
2647 for (; p2
> 0; p2
--) {
2648 /* Try several times to grow, as we are really suppose to grow */
2649 for (uint i
= 0; i
< 25; i
++) if (GrowTown(t
)) break;
2652 UpdateTownRadius(t
);
2654 UpdateTownMaxPass(t
);
2657 return CommandCost();
2661 * Delete a town (scenario editor or worldgen only).
2662 * @param tile Unused.
2663 * @param flags Type of operation.
2664 * @param p1 Town ID to delete.
2666 * @param text Unused.
2667 * @return Empty cost or an error.
2669 CommandCost
CmdDeleteTown(TileIndex tile
, DoCommandFlag flags
, uint32 p1
, uint32 p2
, const char *text
)
2671 if (_game_mode
!= GM_EDITOR
&& !_generating_world
) return CMD_ERROR
;
2672 Town
*t
= Town::GetIfValid(p1
);
2673 if (t
== NULL
) return CMD_ERROR
;
2675 /* Stations refer to towns. */
2677 FOR_ALL_STATIONS(st
) {
2678 if (st
->town
== t
) {
2679 /* Non-oil rig stations are always a problem. */
2680 if (!(st
->facilities
& FACIL_AIRPORT
) || st
->airport
.type
!= AT_OILRIG
) return CMD_ERROR
;
2681 /* We can only automatically delete oil rigs *if* there's no vehicle on them. */
2682 CommandCost ret
= DoCommand(st
->airport
.tile
, 0, 0, flags
, CMD_LANDSCAPE_CLEAR
);
2683 if (ret
.Failed()) return ret
;
2687 /* Depots refer to towns. */
2690 if (d
->town
== t
) return CMD_ERROR
;
2693 /* Check all tiles for town ownership. */
2694 for (TileIndex tile
= 0; tile
< MapSize(); ++tile
) {
2695 bool try_clear
= false;
2696 switch (GetTileType(tile
)) {
2698 try_clear
= HasTownOwnedRoad(tile
) && GetTownIndex(tile
) == t
->index
;
2701 case MP_TUNNELBRIDGE
:
2702 try_clear
= IsTileOwner(tile
, OWNER_TOWN
) && ClosestTownFromTile(tile
, UINT_MAX
) == t
;
2706 try_clear
= GetTownIndex(tile
) == t
->index
;
2710 try_clear
= Industry::GetByTile(tile
)->town
== t
;
2714 if (Town::GetNumItems() == 1) {
2715 /* No towns will be left, remove it! */
2718 Object
*o
= Object::GetByTile(tile
);
2720 if (o
->type
== OBJECT_STATUE
) {
2721 /* Statue... always remove. */
2724 /* Tell to find a new town. */
2725 if (flags
& DC_EXEC
) o
->town
= NULL
;
2735 CommandCost ret
= DoCommand(tile
, 0, 0, flags
, CMD_LANDSCAPE_CLEAR
);
2736 if (ret
.Failed()) return ret
;
2740 /* The town destructor will delete the other things related to the town. */
2741 if (flags
& DC_EXEC
) delete t
;
2743 return CommandCost();
2747 * Factor in the cost of each town action.
2750 const byte _town_action_costs
[TACT_COUNT
] = {
2751 2, 4, 9, 35, 48, 53, 117, 175
2754 static CommandCost
TownActionAdvertiseSmall(Town
*t
, DoCommandFlag flags
)
2756 if (flags
& DC_EXEC
) {
2757 ModifyStationRatingAround(t
->xy
, _current_company
, 0x40, 10);
2759 return CommandCost();
2762 static CommandCost
TownActionAdvertiseMedium(Town
*t
, DoCommandFlag flags
)
2764 if (flags
& DC_EXEC
) {
2765 ModifyStationRatingAround(t
->xy
, _current_company
, 0x70, 15);
2767 return CommandCost();
2770 static CommandCost
TownActionAdvertiseLarge(Town
*t
, DoCommandFlag flags
)
2772 if (flags
& DC_EXEC
) {
2773 ModifyStationRatingAround(t
->xy
, _current_company
, 0xA0, 20);
2775 return CommandCost();
2778 static CommandCost
TownActionRoadRebuild(Town
*t
, DoCommandFlag flags
)
2780 /* Check if the company is allowed to fund new roads. */
2781 if (!_settings_game
.economy
.fund_roads
) return CMD_ERROR
;
2783 if (flags
& DC_EXEC
) {
2784 t
->road_build_months
= 6;
2786 char company_name
[MAX_LENGTH_COMPANY_NAME_CHARS
* MAX_CHAR_LENGTH
];
2787 SetDParam(0, _current_company
);
2788 GetString(company_name
, STR_COMPANY_NAME
, lastof(company_name
));
2790 char *cn
= stredup(company_name
);
2791 SetDParam(0, t
->index
);
2792 SetDParamStr(1, cn
);
2794 AddNewsItem(STR_NEWS_ROAD_REBUILDING
, NT_GENERAL
, NF_NORMAL
, NR_TOWN
, t
->index
, NR_NONE
, UINT32_MAX
, cn
);
2795 AI::BroadcastNewEvent(new ScriptEventRoadReconstruction((ScriptCompany::CompanyID
)(Owner
)_current_company
, t
->index
));
2796 Game::NewEvent(new ScriptEventRoadReconstruction((ScriptCompany::CompanyID
)(Owner
)_current_company
, t
->index
));
2798 return CommandCost();
2802 * Check whether the land can be cleared.
2803 * @param tile Tile to check.
2804 * @return The tile can be cleared.
2806 static bool TryClearTile(TileIndex tile
)
2808 Backup
<CompanyByte
> cur_company(_current_company
, OWNER_NONE
, FILE_LINE
);
2809 CommandCost r
= DoCommand(tile
, 0, 0, DC_NONE
, CMD_LANDSCAPE_CLEAR
);
2810 cur_company
.Restore();
2811 return r
.Succeeded();
2814 /** Structure for storing data while searching the best place to build a statue. */
2815 struct StatueBuildSearchData
{
2816 TileIndex best_position
; ///< Best position found so far.
2817 int tile_count
; ///< Number of tiles tried.
2819 StatueBuildSearchData(TileIndex best_pos
, int count
) : best_position(best_pos
), tile_count(count
) { }
2823 * Search callback function for #TownActionBuildStatue.
2824 * @param tile Tile on which to perform the search.
2825 * @param user_data Reference to the statue search data.
2826 * @return Result of the test.
2828 static bool SearchTileForStatue(TileIndex tile
, void *user_data
)
2830 static const int STATUE_NUMBER_INNER_TILES
= 25; // Number of tiles int the center of the city, where we try to protect houses.
2832 StatueBuildSearchData
*statue_data
= (StatueBuildSearchData
*)user_data
;
2833 statue_data
->tile_count
++;
2835 /* Statues can be build on slopes, just like houses. Only the steep slopes is a no go. */
2836 if (IsSteepSlope(GetTileSlope(tile
))) return false;
2837 /* Don't build statues under bridges. */
2838 if (IsBridgeAbove(tile
)) return false;
2840 /* A clear-able open space is always preferred. */
2841 if ((IsTileType(tile
, MP_CLEAR
) || IsTileType(tile
, MP_TREES
)) && TryClearTile(tile
)) {
2842 statue_data
->best_position
= tile
;
2846 bool house
= IsTileType(tile
, MP_HOUSE
);
2848 /* Searching inside the inner circle. */
2849 if (statue_data
->tile_count
<= STATUE_NUMBER_INNER_TILES
) {
2850 /* Save first house in inner circle. */
2851 if (house
&& statue_data
->best_position
== INVALID_TILE
&& TryClearTile(tile
)) {
2852 statue_data
->best_position
= tile
;
2855 /* If we have reached the end of the inner circle, and have a saved house, terminate the search. */
2856 return statue_data
->tile_count
== STATUE_NUMBER_INNER_TILES
&& statue_data
->best_position
!= INVALID_TILE
;
2859 /* Searching outside the circle, just pick the first possible spot. */
2860 statue_data
->best_position
= tile
; // Is optimistic, the condition below must also hold.
2861 return house
&& TryClearTile(tile
);
2865 * Perform a 9x9 tiles circular search from the center of the town
2866 * in order to find a free tile to place a statue
2867 * @param t town to search in
2868 * @param flags Used to check if the statue must be built or not.
2869 * @return Empty cost or an error.
2871 static CommandCost
TownActionBuildStatue(Town
*t
, DoCommandFlag flags
)
2873 if (!Object::CanAllocateItem()) return_cmd_error(STR_ERROR_TOO_MANY_OBJECTS
);
2875 TileIndex tile
= t
->xy
;
2876 StatueBuildSearchData
statue_data(INVALID_TILE
, 0);
2877 if (!CircularTileSearch(&tile
, 9, SearchTileForStatue
, &statue_data
)) return_cmd_error(STR_ERROR_STATUE_NO_SUITABLE_PLACE
);
2879 if (flags
& DC_EXEC
) {
2880 Backup
<CompanyByte
> cur_company(_current_company
, OWNER_NONE
, FILE_LINE
);
2881 DoCommand(statue_data
.best_position
, 0, 0, DC_EXEC
, CMD_LANDSCAPE_CLEAR
);
2882 cur_company
.Restore();
2883 BuildObject(OBJECT_STATUE
, statue_data
.best_position
, _current_company
, t
);
2884 SetBit(t
->statues
, _current_company
); // Once found and built, "inform" the Town.
2885 MarkTileDirtyByTile(statue_data
.best_position
);
2887 return CommandCost();
2890 static CommandCost
TownActionFundBuildings(Town
*t
, DoCommandFlag flags
)
2892 /* Check if it's allowed to buy the rights */
2893 if (!_settings_game
.economy
.fund_buildings
) return CMD_ERROR
;
2895 if (flags
& DC_EXEC
) {
2896 /* Build next tick */
2897 t
->grow_counter
= 1;
2898 /* And grow for 3 months */
2899 t
->fund_buildings_months
= 3;
2901 /* Enable growth (also checking GameScript's opinion) */
2902 UpdateTownGrowRate(t
);
2904 SetWindowDirty(WC_TOWN_VIEW
, t
->index
);
2906 return CommandCost();
2909 static CommandCost
TownActionBuyRights(Town
*t
, DoCommandFlag flags
)
2911 /* Check if it's allowed to buy the rights */
2912 if (!_settings_game
.economy
.exclusive_rights
) return CMD_ERROR
;
2914 if (flags
& DC_EXEC
) {
2915 t
->exclusive_counter
= 12;
2916 t
->exclusivity
= _current_company
;
2918 ModifyStationRatingAround(t
->xy
, _current_company
, 130, 17);
2920 SetWindowClassesDirty(WC_STATION_VIEW
);
2922 /* Spawn news message */
2923 CompanyNewsInformation
*cni
= MallocT
<CompanyNewsInformation
>(1);
2924 cni
->FillData(Company::Get(_current_company
));
2925 SetDParam(0, STR_NEWS_EXCLUSIVE_RIGHTS_TITLE
);
2926 SetDParam(1, STR_NEWS_EXCLUSIVE_RIGHTS_DESCRIPTION
);
2927 SetDParam(2, t
->index
);
2928 SetDParamStr(3, cni
->company_name
);
2929 AddNewsItem(STR_MESSAGE_NEWS_FORMAT
, NT_GENERAL
, NF_COMPANY
, NR_TOWN
, t
->index
, NR_NONE
, UINT32_MAX
, cni
);
2930 AI::BroadcastNewEvent(new ScriptEventExclusiveTransportRights((ScriptCompany::CompanyID
)(Owner
)_current_company
, t
->index
));
2931 Game::NewEvent(new ScriptEventExclusiveTransportRights((ScriptCompany::CompanyID
)(Owner
)_current_company
, t
->index
));
2933 return CommandCost();
2936 static CommandCost
TownActionBribe(Town
*t
, DoCommandFlag flags
)
2938 if (flags
& DC_EXEC
) {
2939 if (Chance16(1, 14)) {
2940 /* set as unwanted for 6 months */
2941 t
->unwanted
[_current_company
] = 6;
2943 /* set all close by station ratings to 0 */
2945 FOR_ALL_STATIONS(st
) {
2946 if (st
->town
== t
&& st
->owner
== _current_company
) {
2947 for (CargoID i
= 0; i
< NUM_CARGO
; i
++) st
->goods
[i
].rating
= 0;
2951 /* only show error message to the executing player. All errors are handled command.c
2952 * but this is special, because it can only 'fail' on a DC_EXEC */
2953 if (IsLocalCompany()) ShowErrorMessage(STR_ERROR_BRIBE_FAILED
, INVALID_STRING_ID
, WL_INFO
);
2955 /* decrease by a lot!
2956 * ChangeTownRating is only for stuff in demolishing. Bribe failure should
2957 * be independent of any cheat settings
2959 if (t
->ratings
[_current_company
] > RATING_BRIBE_DOWN_TO
) {
2960 t
->ratings
[_current_company
] = RATING_BRIBE_DOWN_TO
;
2961 SetWindowDirty(WC_TOWN_AUTHORITY
, t
->index
);
2964 ChangeTownRating(t
, RATING_BRIBE_UP_STEP
, RATING_BRIBE_MAXIMUM
, DC_EXEC
);
2967 return CommandCost();
2970 typedef CommandCost
TownActionProc(Town
*t
, DoCommandFlag flags
);
2971 static TownActionProc
* const _town_action_proc
[] = {
2972 TownActionAdvertiseSmall
,
2973 TownActionAdvertiseMedium
,
2974 TownActionAdvertiseLarge
,
2975 TownActionRoadRebuild
,
2976 TownActionBuildStatue
,
2977 TownActionFundBuildings
,
2978 TownActionBuyRights
,
2983 * Get a list of available actions to do at a town.
2984 * @param nump if not NULL add put the number of available actions in it
2985 * @param cid the company that is querying the town
2986 * @param t the town that is queried
2987 * @return bitmasked value of enabled actions
2989 uint
GetMaskOfTownActions(int *nump
, CompanyID cid
, const Town
*t
)
2992 TownActions buttons
= TACT_NONE
;
2994 /* Spectators and unwanted have no options */
2995 if (cid
!= COMPANY_SPECTATOR
&& !(_settings_game
.economy
.bribe
&& t
->unwanted
[cid
])) {
2997 /* Things worth more than this are not shown */
2998 Money avail
= Company::Get(cid
)->money
+ _price
[PR_STATION_VALUE
] * 200;
3000 /* Check the action bits for validity and
3001 * if they are valid add them */
3002 for (uint i
= 0; i
!= lengthof(_town_action_costs
); i
++) {
3003 const TownActions cur
= (TownActions
)(1 << i
);
3005 /* Is the company not able to bribe ? */
3006 if (cur
== TACT_BRIBE
&& (!_settings_game
.economy
.bribe
|| t
->ratings
[cid
] >= RATING_BRIBE_MAXIMUM
)) continue;
3008 /* Is the company not able to buy exclusive rights ? */
3009 if (cur
== TACT_BUY_RIGHTS
&& !_settings_game
.economy
.exclusive_rights
) continue;
3011 /* Is the company not able to fund buildings ? */
3012 if (cur
== TACT_FUND_BUILDINGS
&& !_settings_game
.economy
.fund_buildings
) continue;
3014 /* Is the company not able to fund local road reconstruction? */
3015 if (cur
== TACT_ROAD_REBUILD
&& !_settings_game
.economy
.fund_roads
) continue;
3017 /* Is the company not able to build a statue ? */
3018 if (cur
== TACT_BUILD_STATUE
&& HasBit(t
->statues
, cid
)) continue;
3020 if (avail
>= _town_action_costs
[i
] * _price
[PR_TOWN_ACTION
] >> 8) {
3027 if (nump
!= NULL
) *nump
= num
;
3033 * This performs an action such as advertising, building a statue, funding buildings,
3034 * but also bribing the town-council
3035 * @param tile unused
3036 * @param flags type of operation
3037 * @param p1 town to do the action at
3038 * @param p2 action to perform, @see _town_action_proc for the list of available actions
3039 * @param text unused
3040 * @return the cost of this operation or an error
3042 CommandCost
CmdDoTownAction(TileIndex tile
, DoCommandFlag flags
, uint32 p1
, uint32 p2
, const char *text
)
3044 Town
*t
= Town::GetIfValid(p1
);
3045 if (t
== NULL
|| p2
>= lengthof(_town_action_proc
)) return CMD_ERROR
;
3047 if (!HasBit(GetMaskOfTownActions(NULL
, _current_company
, t
), p2
)) return CMD_ERROR
;
3049 CommandCost
cost(EXPENSES_OTHER
, _price
[PR_TOWN_ACTION
] * _town_action_costs
[p2
] >> 8);
3051 CommandCost ret
= _town_action_proc
[p2
](t
, flags
);
3052 if (ret
.Failed()) return ret
;
3054 if (flags
& DC_EXEC
) {
3055 SetWindowDirty(WC_TOWN_AUTHORITY
, p1
);
3061 static void UpdateTownRating(Town
*t
)
3063 /* Increase company ratings if they're low */
3065 FOR_ALL_COMPANIES(c
) {
3066 if (t
->ratings
[c
->index
] < RATING_GROWTH_MAXIMUM
) {
3067 t
->ratings
[c
->index
] = min((int)RATING_GROWTH_MAXIMUM
, t
->ratings
[c
->index
] + RATING_GROWTH_UP_STEP
);
3072 FOR_ALL_STATIONS(st
) {
3073 if (DistanceSquare(st
->xy
, t
->xy
) <= t
->cache
.squared_town_zone_radius
[0]) {
3074 if (st
->time_since_load
<= 20 || st
->time_since_unload
<= 20) {
3075 if (Company::IsValidID(st
->owner
)) {
3076 int new_rating
= t
->ratings
[st
->owner
] + RATING_STATION_UP_STEP
;
3077 t
->ratings
[st
->owner
] = min(new_rating
, INT16_MAX
); // do not let it overflow
3080 if (Company::IsValidID(st
->owner
)) {
3081 int new_rating
= t
->ratings
[st
->owner
] + RATING_STATION_DOWN_STEP
;
3082 t
->ratings
[st
->owner
] = max(new_rating
, INT16_MIN
);
3088 /* clamp all ratings to valid values */
3089 for (uint i
= 0; i
< MAX_COMPANIES
; i
++) {
3090 t
->ratings
[i
] = Clamp(t
->ratings
[i
], RATING_MINIMUM
, RATING_MAXIMUM
);
3093 SetWindowDirty(WC_TOWN_AUTHORITY
, t
->index
);
3096 static void UpdateTownGrowRate(Town
*t
)
3098 ClrBit(t
->flags
, TOWN_IS_GROWING
);
3099 SetWindowDirty(WC_TOWN_VIEW
, t
->index
);
3101 if (_settings_game
.economy
.town_growth_rate
== 0 && t
->fund_buildings_months
== 0) return;
3103 if (t
->fund_buildings_months
== 0) {
3104 /* Check if all goals are reached for this town to grow (given we are not funding it) */
3105 for (int i
= TE_BEGIN
; i
< TE_END
; i
++) {
3106 switch (t
->goal
[i
]) {
3107 case TOWN_GROWTH_WINTER
:
3108 if (TileHeight(t
->xy
) >= GetSnowLine() && t
->received
[i
].old_act
== 0 && t
->cache
.population
> 90) return;
3110 case TOWN_GROWTH_DESERT
:
3111 if (GetTropicZone(t
->xy
) == TROPICZONE_DESERT
&& t
->received
[i
].old_act
== 0 && t
->cache
.population
> 60) return;
3114 if (t
->goal
[i
] > t
->received
[i
].old_act
) return;
3120 if ((t
->growth_rate
& TOWN_GROW_RATE_CUSTOM
) != 0) {
3121 if (t
->growth_rate
!= TOWN_GROW_RATE_CUSTOM_NONE
) SetBit(t
->flags
, TOWN_IS_GROWING
);
3122 SetWindowDirty(WC_TOWN_VIEW
, t
->index
);
3127 * Towns are processed every TOWN_GROWTH_TICKS ticks, and this is the
3128 * number of times towns are processed before a new building is built.
3130 static const uint16 _grow_count_values
[2][6] = {
3131 { 120, 120, 120, 100, 80, 60 }, // Fund new buildings has been activated
3132 { 320, 420, 300, 220, 160, 100 } // Normal values
3138 FOR_ALL_STATIONS(st
) {
3139 if (DistanceSquare(st
->xy
, t
->xy
) <= t
->cache
.squared_town_zone_radius
[0]) {
3140 if (st
->time_since_load
<= 20 || st
->time_since_unload
<= 20) {
3148 if (t
->fund_buildings_months
!= 0) {
3149 m
= _grow_count_values
[0][min(n
, 5)];
3151 m
= _grow_count_values
[1][min(n
, 5)];
3152 if (n
== 0 && !Chance16(1, 12)) return;
3155 /* Use the normal growth rate values if new buildings have been funded in
3156 * this town and the growth rate is set to none. */
3157 uint growth_multiplier
= _settings_game
.economy
.town_growth_rate
!= 0 ? _settings_game
.economy
.town_growth_rate
- 1 : 1;
3159 m
>>= growth_multiplier
;
3160 if (t
->larger_town
) m
/= 2;
3162 t
->growth_rate
= m
/ (t
->cache
.num_houses
/ 50 + 1);
3163 t
->grow_counter
= min(t
->growth_rate
, t
->grow_counter
);
3165 SetBit(t
->flags
, TOWN_IS_GROWING
);
3166 SetWindowDirty(WC_TOWN_VIEW
, t
->index
);
3169 static void UpdateTownAmounts(Town
*t
)
3171 for (CargoID i
= 0; i
< NUM_CARGO
; i
++) t
->supplied
[i
].NewMonth();
3172 for (int i
= TE_BEGIN
; i
< TE_END
; i
++) t
->received
[i
].NewMonth();
3173 if (t
->fund_buildings_months
!= 0) t
->fund_buildings_months
--;
3175 SetWindowDirty(WC_TOWN_VIEW
, t
->index
);
3178 static void UpdateTownUnwanted(Town
*t
)
3182 FOR_ALL_COMPANIES(c
) {
3183 if (t
->unwanted
[c
->index
] > 0) t
->unwanted
[c
->index
]--;
3188 * Checks whether the local authority allows construction of a new station (rail, road, airport, dock) on the given tile
3189 * @param tile The tile where the station shall be constructed.
3190 * @param flags Command flags. DC_NO_TEST_TOWN_RATING is tested.
3191 * @return Succeeded or failed command.
3193 CommandCost
CheckIfAuthorityAllowsNewStation(TileIndex tile
, DoCommandFlag flags
)
3195 if (!Company::IsValidID(_current_company
) || (flags
& DC_NO_TEST_TOWN_RATING
)) return CommandCost();
3197 Town
*t
= ClosestTownFromTile(tile
, _settings_game
.economy
.dist_local_authority
);
3198 if (t
== NULL
) return CommandCost();
3200 if (t
->ratings
[_current_company
] > RATING_VERYPOOR
) return CommandCost();
3202 SetDParam(0, t
->index
);
3203 return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS
);
3207 * Return the town closest to the given tile within \a threshold.
3208 * @param tile Starting point of the search.
3209 * @param threshold Biggest allowed distance to the town.
3210 * @return Closest town to \a tile within \a threshold, or \c NULL if there is no such town.
3212 * @note This function only uses distance, the #ClosestTownFromTile function also takes town ownership into account.
3214 Town
*CalcClosestTownFromTile(TileIndex tile
, uint threshold
)
3217 uint best
= threshold
;
3218 Town
*best_town
= NULL
;
3221 uint dist
= DistanceManhattan(tile
, t
->xy
);
3232 * Return the town closest (in distance or ownership) to a given tile, within a given threshold.
3233 * @param tile Starting point of the search.
3234 * @param threshold Biggest allowed distance to the town.
3235 * @return Closest town to \a tile within \a threshold, or \c NULL if there is no such town.
3237 * @note If you only care about distance, you can use the #CalcClosestTownFromTile function.
3239 Town
*ClosestTownFromTile(TileIndex tile
, uint threshold
)
3241 switch (GetTileType(tile
)) {
3243 if (IsRoadDepot(tile
)) return CalcClosestTownFromTile(tile
, threshold
);
3245 if (!HasTownOwnedRoad(tile
)) {
3246 TownID tid
= GetTownIndex(tile
);
3248 if (tid
== (TownID
)INVALID_TOWN
) {
3249 /* in the case we are generating "many random towns", this value may be INVALID_TOWN */
3250 if (_generating_world
) return CalcClosestTownFromTile(tile
, threshold
);
3251 assert(Town::GetNumItems() == 0);
3255 assert(Town::IsValidID(tid
));
3256 Town
*town
= Town::Get(tid
);
3258 if (DistanceManhattan(tile
, town
->xy
) >= threshold
) town
= NULL
;
3265 return Town::GetByTile(tile
);
3268 return CalcClosestTownFromTile(tile
, threshold
);
3272 static bool _town_rating_test
= false; ///< If \c true, town rating is in test-mode.
3273 static SmallMap
<const Town
*, int, 4> _town_test_ratings
; ///< Map of towns to modified ratings, while in town rating test-mode.
3276 * Switch the town rating to test-mode, to allow commands to be tested without affecting current ratings.
3277 * The function is safe to use in nested calls.
3278 * @param mode Test mode switch (\c true means go to test-mode, \c false means leave test-mode).
3280 void SetTownRatingTestMode(bool mode
)
3282 static int ref_count
= 0; // Number of times test-mode is switched on.
3284 if (ref_count
== 0) {
3285 _town_test_ratings
.Clear();
3289 assert(ref_count
> 0);
3292 _town_rating_test
= !(ref_count
== 0);
3296 * Get the rating of a town for the #_current_company.
3297 * @param t Town to get the rating from.
3298 * @return Rating of the current company in the given town.
3300 static int GetRating(const Town
*t
)
3302 if (_town_rating_test
) {
3303 SmallMap
<const Town
*, int>::iterator it
= _town_test_ratings
.Find(t
);
3304 if (it
!= _town_test_ratings
.End()) {
3308 return t
->ratings
[_current_company
];
3312 * Changes town rating of the current company
3313 * @param t Town to affect
3314 * @param add Value to add
3315 * @param max Minimum (add < 0) resp. maximum (add > 0) rating that should be achievable with this change.
3316 * @param flags Command flags, especially DC_NO_MODIFY_TOWN_RATING is tested
3318 void ChangeTownRating(Town
*t
, int add
, int max
, DoCommandFlag flags
)
3320 /* if magic_bulldozer cheat is active, town doesn't penalize for removing stuff */
3321 if (t
== NULL
|| (flags
& DC_NO_MODIFY_TOWN_RATING
) ||
3322 !Company::IsValidID(_current_company
) ||
3323 (_cheats
.magic_bulldozer
.value
&& add
< 0)) {
3327 int rating
= GetRating(t
);
3331 if (rating
< max
) rating
= max
;
3336 if (rating
> max
) rating
= max
;
3339 if (_town_rating_test
) {
3340 _town_test_ratings
[t
] = rating
;
3342 SetBit(t
->have_ratings
, _current_company
);
3343 t
->ratings
[_current_company
] = rating
;
3344 SetWindowDirty(WC_TOWN_AUTHORITY
, t
->index
);
3349 * Does the town authority allow the (destructive) action of the current company?
3350 * @param flags Checking flags of the command.
3351 * @param t Town that must allow the company action.
3352 * @param type Type of action that is wanted.
3353 * @return A succeeded command if the action is allowed, a failed command if it is not allowed.
3355 CommandCost
CheckforTownRating(DoCommandFlag flags
, Town
*t
, TownRatingCheckType type
)
3357 /* if magic_bulldozer cheat is active, town doesn't restrict your destructive actions */
3358 if (t
== NULL
|| !Company::IsValidID(_current_company
) ||
3359 _cheats
.magic_bulldozer
.value
|| (flags
& DC_NO_TEST_TOWN_RATING
)) {
3360 return CommandCost();
3363 /* minimum rating needed to be allowed to remove stuff */
3364 static const int needed_rating
[][TOWN_RATING_CHECK_TYPE_COUNT
] = {
3365 /* ROAD_REMOVE, TUNNELBRIDGE_REMOVE */
3366 { RATING_ROAD_NEEDED_PERMISSIVE
, RATING_TUNNEL_BRIDGE_NEEDED_PERMISSIVE
}, // Permissive
3367 { RATING_ROAD_NEEDED_NEUTRAL
, RATING_TUNNEL_BRIDGE_NEEDED_NEUTRAL
}, // Neutral
3368 { RATING_ROAD_NEEDED_HOSTILE
, RATING_TUNNEL_BRIDGE_NEEDED_HOSTILE
}, // Hostile
3371 /* check if you're allowed to remove the road/bridge/tunnel
3372 * owned by a town no removal if rating is lower than ... depends now on
3373 * difficulty setting. Minimum town rating selected by difficulty level
3375 int needed
= needed_rating
[_settings_game
.difficulty
.town_council_tolerance
][type
];
3377 if (GetRating(t
) < needed
) {
3378 SetDParam(0, t
->index
);
3379 return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS
);
3382 return CommandCost();
3385 void TownsMonthlyLoop()
3390 if (t
->road_build_months
!= 0) t
->road_build_months
--;
3392 if (t
->exclusive_counter
!= 0) {
3393 if (--t
->exclusive_counter
== 0) t
->exclusivity
= INVALID_COMPANY
;
3396 UpdateTownAmounts(t
);
3397 UpdateTownRating(t
);
3398 UpdateTownGrowRate(t
);
3399 UpdateTownUnwanted(t
);
3400 UpdateTownCargoes(t
);
3403 UpdateTownCargoBitmap();
3406 void TownsYearlyLoop()
3408 /* Increment house ages */
3409 for (TileIndex t
= 0; t
< MapSize(); t
++) {
3410 if (!IsTileType(t
, MP_HOUSE
)) continue;
3411 IncrementHouseAge(t
);
3415 static CommandCost
TerraformTile_Town(TileIndex tile
, DoCommandFlag flags
, int z_new
, Slope tileh_new
)
3417 if (AutoslopeEnabled()) {
3418 HouseID house
= GetHouseType(tile
);
3419 GetHouseNorthPart(house
); // modifies house to the ID of the north tile
3420 const HouseSpec
*hs
= HouseSpec::Get(house
);
3422 /* Here we differ from TTDP by checking TILE_NOT_SLOPED */
3423 if (((hs
->building_flags
& TILE_NOT_SLOPED
) == 0) && !IsSteepSlope(tileh_new
) &&
3424 (GetTileMaxZ(tile
) == z_new
+ GetSlopeMaxZ(tileh_new
))) {
3425 bool allow_terraform
= true;
3427 /* Call the autosloping callback per tile, not for the whole building at once. */
3428 house
= GetHouseType(tile
);
3429 hs
= HouseSpec::Get(house
);
3430 if (HasBit(hs
->callback_mask
, CBM_HOUSE_AUTOSLOPE
)) {
3431 /* If the callback fails, allow autoslope. */
3432 uint16 res
= GetHouseCallback(CBID_HOUSE_AUTOSLOPE
, 0, 0, house
, Town::GetByTile(tile
), tile
);
3433 if (res
!= CALLBACK_FAILED
&& ConvertBooleanCallback(hs
->grf_prop
.grffile
, CBID_HOUSE_AUTOSLOPE
, res
)) allow_terraform
= false;
3436 if (allow_terraform
) return CommandCost(EXPENSES_CONSTRUCTION
, _price
[PR_BUILD_FOUNDATION
]);
3440 return DoCommand(tile
, 0, 0, flags
, CMD_LANDSCAPE_CLEAR
);
3443 /** Tile callback functions for a town */
3444 extern const TileTypeProcs _tile_type_town_procs
= {
3445 DrawTile_Town
, // draw_tile_proc
3446 GetSlopePixelZ_Town
, // get_slope_z_proc
3447 ClearTile_Town
, // clear_tile_proc
3448 AddAcceptedCargo_Town
, // add_accepted_cargo_proc
3449 GetTileDesc_Town
, // get_tile_desc_proc
3450 GetTileTrackStatus_Town
, // get_tile_track_status_proc
3451 NULL
, // click_tile_proc
3452 AnimateTile_Town
, // animate_tile_proc
3453 TileLoop_Town
, // tile_loop_proc
3454 ChangeTileOwner_Town
, // change_tile_owner_proc
3455 AddProducedCargo_Town
, // add_produced_cargo_proc
3456 NULL
, // vehicle_enter_tile_proc
3457 GetFoundation_Town
, // get_foundation_proc
3458 TerraformTile_Town
, // terraform_tile_proc
3462 HouseSpec _house_specs
[NUM_HOUSES
];
3466 memset(&_house_specs
, 0, sizeof(_house_specs
));
3467 memcpy(&_house_specs
, &_original_house_specs
, sizeof(_original_house_specs
));
3469 /* Reset any overrides that have been set. */
3470 _house_mngr
.ResetOverride();