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. */
16 #include "road_internal.h" /* Cleaning up road bits */
18 #include "landscape.h"
19 #include "viewport_func.h"
20 #include "cmd_helper.h"
21 #include "command_func.h"
23 #include "station_base.h"
24 #include "company_base.h"
25 #include "news_func.h"
29 #include "newgrf_debug.h"
30 #include "newgrf_house.h"
31 #include "newgrf_text.h"
32 #include "autoslope.h"
33 #include "map/zoneheight.h"
35 #include "map/tunnelbridge.h"
36 #include "strings_func.h"
37 #include "window_func.h"
39 #include "newgrf_cargo.h"
40 #include "cheat_type.h"
41 #include "animated_tile_func.h"
42 #include "date_func.h"
43 #include "subsidy_func.h"
44 #include "core/pool_func.hpp"
46 #include "townnamegen.h"
47 #include "townname_func.h"
48 #include "core/random_func.hpp"
49 #include "core/backup_type.hpp"
50 #include "depot_base.h"
51 #include "map/object.h"
52 #include "object_base.h"
54 #include "game/game.hpp"
57 #include "zoom_func.h"
59 #include "table/strings.h"
60 #include "table/town_land.h"
63 uint32 _town_cargoes_accepted
; ///< Bitmap of all cargoes accepted by houses.
65 /* Initialize the town-pool */
66 template<> Town::Pool
Town::PoolItem::pool ("Town");
67 INSTANTIATE_POOL_METHODS(Town
)
74 if (CleaningPool()) return;
76 /* Delete town authority window
77 * and remove from list of sorted towns */
78 DeleteWindowById(WC_TOWN_VIEW
, this->index
);
80 /* Delete from town set */
81 this->remove_from_tileset();
83 /* Check no industry is related to us. */
85 FOR_ALL_INDUSTRIES(i
) assert(i
->town
!= this);
87 /* ... and no object is related to us. */
89 FOR_ALL_OBJECTS(o
) assert(o
->town
!= this);
91 /* Check no tile is related to us. */
92 for (TileIndex tile
= 0; tile
< MapSize(); ++tile
) {
93 if (IsHouseTile(tile
)) {
94 assert(GetTownIndex(tile
) != this->index
);
96 switch (GetTileType(tile
)) {
98 if (IsTunnelTile(tile
)) {
99 assert(!IsTileOwner(tile
, OWNER_TOWN
) || ClosestTownFromTile(tile
) != this);
102 if (!IsLevelCrossingTile(tile
)) break;
105 assert(!HasTownOwnedRoad(tile
) || GetTownIndex(tile
) != this->index
);
114 /* Clear the persistent storage list. */
115 this->psa_list
.clear();
117 DeleteSubsidyWith(ST_TOWN
, this->index
);
118 DeleteNewGRFInspectWindow(GSF_FAKE_TOWNS
, this->index
);
119 CargoPacket::InvalidateAllFrom(ST_TOWN
, this->index
);
120 MarkWholeScreenDirty();
125 * Invalidating of the "nearest town cache" has to be done
126 * after removing item from the pool.
127 * @param index index of deleted item
129 void Town::PostDestructor(size_t index
)
131 InvalidateWindowData(WC_TOWN_DIRECTORY
, 0, 0);
132 InvalidateWindowData(WC_SELECT_TOWN
, 0);
133 UpdateNearestTownForRoadTiles(false);
135 /* Give objects a new home! */
138 if (o
->town
== NULL
) o
->town
= CalcClosestTownFromTile(o
->location
.tile
);
143 * Return a random valid town.
144 * @return random town, NULL if there are no towns
146 /* static */ Town
*Town::GetRandom()
148 if (Town::GetNumItems() == 0) return NULL
;
149 int num
= RandomRange((uint16
)Town::GetNumItems());
150 size_t index
= MAX_UVALUE(size_t);
156 /* Make sure we have a valid town */
157 while (!Town::IsValidID(index
)) {
159 assert(index
< Town::GetPoolSize());
163 return Town::Get(index
);
167 * Get the cost for removing this house
168 * @return the cost (inflation corrected etc)
170 Money
HouseSpec::GetRemovalCost() const
172 return (_price
[PR_CLEAR_HOUSE
] * this->removal_cost
) >> 8;
175 static bool BuildTownHouse(Town
*t
, TileIndex tile
);
176 static Town
*CreateRandomTown(uint attempts
, uint32 townnameparts
, TownSize size
, bool city
, TownLayout layout
);
178 static void TownDrawHouseLift(const TileInfo
*ti
)
180 AddChildSpriteScreen (ti
->vd
, SPR_LIFT
, PAL_NONE
, 14, 60 - GetLiftPosition(ti
->tile
));
183 typedef void TownDrawTileProc(const TileInfo
*ti
);
184 static TownDrawTileProc
* const _town_draw_tile_procs
[1] = {
189 * Return a random direction
191 * @return a random direction
193 static inline DiagDirection
RandomDiagDir()
195 return (DiagDirection
)(3 & Random());
199 * House Tile drawing handler.
200 * Part of the tile loop process
201 * @param ti TileInfo of the tile to draw
203 static void DrawTile_Town(TileInfo
*ti
)
205 HouseID house_id
= GetHouseType(ti
->tile
);
207 if (house_id
>= NEW_HOUSE_OFFSET
) {
208 /* Houses don't necessarily need new graphics. If they don't have a
209 * spritegroup associated with them, then the sprite for the substitute
210 * house id is drawn instead. */
211 if (HouseSpec::Get(house_id
)->grf_prop
.spritegroup
[0] != NULL
) {
212 DrawNewHouseTile(ti
, house_id
);
215 house_id
= HouseSpec::Get(house_id
)->grf_prop
.subst_id
;
219 /* Retrieve pointer to the draw town tile struct */
220 const DrawBuildingsTileStruct
*dcts
= town_draw_tile_data
[house_id
][TileHash2Bit(ti
->x
, ti
->y
)][GetHouseBuildingStage(ti
->tile
)];
222 if (ti
->tileh
!= SLOPE_FLAT
) DrawFoundation(ti
, FOUNDATION_LEVELED
);
224 DrawGroundSprite (ti
, dcts
->ground
.sprite
, dcts
->ground
.pal
);
226 /* If houses are invisible, do not draw the upper part */
227 if (IsInvisibilitySet(TO_HOUSES
)) return;
229 /* Add a house on top of the ground? */
230 SpriteID image
= dcts
->building
.sprite
;
232 AddSortableSpriteToDraw (ti
->vd
, image
, dcts
->building
.pal
,
233 ti
->x
+ dcts
->subtile_x
,
234 ti
->y
+ dcts
->subtile_y
,
239 IsTransparencySet(TO_HOUSES
)
242 if (IsTransparencySet(TO_HOUSES
)) return;
246 int proc
= dcts
->draw_proc
- 1;
248 if (proc
>= 0) _town_draw_tile_procs
[proc
](ti
);
252 static void DrawOldHouseTileInGUI (BlitArea
*dpi
, int x
, int y
,
253 HouseID house_id
, bool ground
)
255 /* Retrieve pointer to the draw town tile struct */
256 const DrawBuildingsTileStruct
*dcts
= town_draw_tile_data
[house_id
][0][TOWN_HOUSE_COMPLETED
];
258 /* Draw the ground sprite */
259 DrawSprite (dpi
, dcts
->ground
.sprite
, dcts
->ground
.pal
, x
, y
);
261 /* Add a house on top of the ground? */
262 if (dcts
->building
.sprite
!= 0) {
263 DrawSprite (dpi
, dcts
->building
.sprite
, dcts
->building
.pal
,
264 x
+ ScaleGUITrad (2 * (dcts
->subtile_y
- dcts
->subtile_x
)),
265 y
+ ScaleGUITrad (dcts
->subtile_x
+ dcts
->subtile_y
));
268 if (dcts
->draw_proc
== 1) DrawSprite (dpi
, SPR_LIFT
, PAL_NONE
, x
- 18, y
+ 7);
273 * Draw image of a house. Image will be centered between the \c left and the \c right and verticaly aligned to the \c bottom.
275 * @param house_id house type
276 * @param dpi area to draw on
277 * @param left left bound of the drawing area
278 * @param top top bound of the drawing area
279 * @param right right bound of the drawing area
280 * @param bottom bottom bound of the drawing area
282 void DrawHouseImage (HouseID house_id
, BlitArea
*dpi
,
283 int left
, int top
, int right
, int bottom
)
286 if (!InitBlitArea (dpi
, &tmp_dpi
, left
, top
, right
- left
+ 1, bottom
- top
+ 1)) return;
288 const HouseSpec
*hs
= HouseSpec::Get(house_id
);
290 /* sprites are relative to the topmost pixel of the ground tile */
291 uint x
= (right
- left
+ 1) / 2 - ScaleGUITrad (1);
292 uint y
= bottom
- top
+ 1 - ScaleGUITrad (TILE_PIXELS
- 1);
293 uint half_tile_offset
= ScaleGUITrad (TILE_PIXELS
/ 2);
294 if (hs
->building_flags
& TILE_SIZE_1x2
) x
-= half_tile_offset
;
295 if (hs
->building_flags
& TILE_SIZE_2x1
) x
+= half_tile_offset
;
296 if (hs
->building_flags
& BUILDING_HAS_2_TILES
) y
-= half_tile_offset
;
297 if (hs
->building_flags
& BUILDING_HAS_4_TILES
) y
-= half_tile_offset
;
299 bool new_house
= false;
300 if (house_id
>= NEW_HOUSE_OFFSET
) {
301 /* Houses don't necessarily need new graphics. If they don't
302 * have a spritegroup associated with them, then the sprite
303 * for the substitute house id is drawn instead. */
304 if (hs
->grf_prop
.spritegroup
[0] != NULL
) {
307 house_id
= hs
->grf_prop
.subst_id
;
311 uint num_row
= (hs
->building_flags
& BUILDING_2_TILES_X
) ? 2 : 1;
312 uint num_col
= (hs
->building_flags
& BUILDING_2_TILES_Y
) ? 2 : 1;
316 for (uint row
= 0; row
< num_row
; row
++) {
317 for (uint col
= 0; col
< num_col
; col
++) {
318 Point offset
= RemapCoords (row
* TILE_SIZE
, col
* TILE_SIZE
, 0); // offset for current tile
319 pt
[n
].x
= x
+ UnScaleByZoom (offset
.x
, ZOOM_LVL_GUI
);
320 pt
[n
].y
= y
+ UnScaleByZoom (offset
.y
, ZOOM_LVL_GUI
);
325 for (bool ground
= true; ; ground
= !ground
) {
326 for (uint i
= 0; i
< n
; i
++) {
327 HouseID hid
= house_id
+ i
;
329 DrawNewHouseTileInGUI (&tmp_dpi
, pt
[i
].x
, pt
[i
].y
, hid
, ground
);
331 DrawOldHouseTileInGUI (&tmp_dpi
, pt
[i
].x
, pt
[i
].y
, hid
, ground
);
338 static int GetSlopePixelZ_Town(TileIndex tile
, uint x
, uint y
)
340 return GetTileMaxPixelZ(tile
);
343 /** Tile callback routine */
344 static Foundation
GetFoundation_Town(TileIndex tile
, Slope tileh
)
346 HouseID hid
= GetHouseType(tile
);
348 /* For NewGRF house tiles we might not be drawing a foundation. We need to
349 * account for this, as other structures should
350 * draw the wall of the foundation in this case.
352 if (hid
>= NEW_HOUSE_OFFSET
) {
353 const HouseSpec
*hs
= HouseSpec::Get(hid
);
354 if (hs
->grf_prop
.spritegroup
[0] != NULL
&& HasBit(hs
->callback_mask
, CBM_HOUSE_DRAW_FOUNDATIONS
)) {
355 uint32 callback_res
= GetHouseCallback(CBID_HOUSE_DRAW_FOUNDATIONS
, 0, 0, hid
, Town::GetByTile(tile
), tile
);
356 if (callback_res
!= CALLBACK_FAILED
&& !ConvertBooleanCallback(hs
->grf_prop
.grffile
, CBID_HOUSE_DRAW_FOUNDATIONS
, callback_res
)) return FOUNDATION_NONE
;
359 return FlatteningFoundation(tileh
);
363 * Animate a tile for a town
364 * Only certain houses can be animated
365 * The newhouses animation supersedes regular ones
366 * @param tile TileIndex of the house to animate
368 static void AnimateTile_Town(TileIndex tile
)
370 if (GetHouseType(tile
) >= NEW_HOUSE_OFFSET
) {
371 AnimateNewHouseTile(tile
);
375 if (_tick_counter
& 3) return;
377 /* If the house is not one with a lift anymore, then stop this animating.
378 * Not exactly sure when this happens, but probably when a house changes.
379 * Before this was just a return...so it'd leak animated tiles..
380 * That bug seems to have been here since day 1?? */
381 if (!(HouseSpec::Get(GetHouseType(tile
))->building_flags
& BUILDING_IS_ANIMATED
)) {
382 DeleteAnimatedTile(tile
);
386 if (!LiftHasDestination(tile
)) {
389 /* Building has 6 floors, number 0 .. 6, where 1 is illegal.
390 * This is due to the fact that the first floor is, in the graphics,
391 * the height of 2 'normal' floors.
392 * Furthermore, there are 6 lift positions from floor N (incl) to floor N + 1 (excl) */
395 } while (i
== 1 || i
* 6 == GetLiftPosition(tile
));
397 SetLiftDestination(tile
, i
);
400 int pos
= GetLiftPosition(tile
);
401 int dest
= GetLiftDestination(tile
) * 6;
402 pos
+= (pos
< dest
) ? 1 : -1;
403 SetLiftPosition(tile
, pos
);
407 DeleteAnimatedTile(tile
);
410 MarkTileDirtyByTile(tile
);
414 * Resize the sign(label) of the town after changes in
415 * population (creation or growth or else)
417 void Town::UpdateVirtCoord()
419 Point pt
= RemapCoords2(TileX(this->xy
) * TILE_SIZE
, TileY(this->xy
) * TILE_SIZE
);
420 SetDParam(0, this->index
);
421 SetDParam(1, this->cache
.population
);
422 this->cache
.sign
.UpdatePosition(pt
.x
, pt
.y
- 24 * ZOOM_LVL_BASE
,
423 _settings_client
.gui
.population_in_label
? STR_VIEWPORT_TOWN_POP
: STR_VIEWPORT_TOWN
,
426 SetWindowDirty(WC_TOWN_VIEW
, this->index
);
429 /** Update the virtual coords needed to draw the town sign for all towns. */
430 void UpdateAllTownVirtCoords()
435 t
->UpdateVirtCoord();
440 * Change the towns population
441 * @param t Town which population has changed
442 * @param mod population change (can be positive or negative)
444 static void ChangePopulation(Town
*t
, int mod
)
446 t
->cache
.population
+= mod
;
447 InvalidateWindowData(WC_TOWN_VIEW
, t
->index
); // Cargo requirements may appear/vanish for small populations
448 t
->UpdateVirtCoord();
450 InvalidateWindowData(WC_TOWN_DIRECTORY
, 0, 1);
454 * Determines the world population
455 * Basically, count population of all towns, one by one
456 * @return uint32 the calculated population of the world
458 uint32
GetWorldPopulation()
463 FOR_ALL_TOWNS(t
) pop
+= t
->cache
.population
;
468 * Helper function for house completion stages progression
469 * @param tile TileIndex of the house (or parts of it) to "grow"
471 static void MakeSingleHouseBigger(TileIndex tile
)
473 assert(IsHouseTile(tile
));
475 /* progress in construction stages */
476 IncHouseConstructionTick(tile
);
477 if (GetHouseConstructionTick(tile
) != 0) return;
479 AnimateNewHouseConstruction(tile
);
481 if (IsHouseCompleted(tile
)) {
482 /* Now that construction is complete, we can add the population of the
483 * building to the town. */
484 ChangePopulation(Town::GetByTile(tile
), HouseSpec::Get(GetHouseType(tile
))->population
);
487 MarkTileDirtyByTile(tile
);
491 * Make the house advance in its construction stages until completion
492 * @param tile TileIndex of house
494 static void MakeTownHouseBigger(TileIndex tile
)
496 uint flags
= HouseSpec::Get(GetHouseType(tile
))->building_flags
;
497 if (flags
& BUILDING_HAS_1_TILE
) MakeSingleHouseBigger(TILE_ADDXY(tile
, 0, 0));
498 if (flags
& BUILDING_2_TILES_Y
) MakeSingleHouseBigger(TILE_ADDXY(tile
, 0, 1));
499 if (flags
& BUILDING_2_TILES_X
) MakeSingleHouseBigger(TILE_ADDXY(tile
, 1, 0));
500 if (flags
& BUILDING_HAS_4_TILES
) MakeSingleHouseBigger(TILE_ADDXY(tile
, 1, 1));
504 * Tile callback function.
506 * Periodic tic handler for houses and town
507 * @param tile been asked to do its stuff
509 static void TileLoop_Town(TileIndex tile
)
511 HouseID house_id
= GetHouseType(tile
);
513 /* NewHouseTileLoop returns false if Callback 21 succeeded, i.e. the house
514 * doesn't exist any more, so don't continue here. */
515 if (house_id
>= NEW_HOUSE_OFFSET
&& !NewHouseTileLoop(tile
)) return;
517 if (!IsHouseCompleted(tile
)) {
518 /* Construction is not completed. See if we can go further in construction*/
519 MakeTownHouseBigger(tile
);
523 const HouseSpec
*hs
= HouseSpec::Get(house_id
);
525 /* If the lift has a destination, it is already an animated tile. */
526 if ((hs
->building_flags
& BUILDING_IS_ANIMATED
) &&
527 house_id
< NEW_HOUSE_OFFSET
&&
528 !LiftHasDestination(tile
) &&
530 AddAnimatedTile(tile
);
533 Town
*t
= Town::GetByTile(tile
);
536 StationFinder
stations(TileArea(tile
, 1, 1));
538 if (HasBit(hs
->callback_mask
, CBM_HOUSE_PRODUCE_CARGO
)) {
539 for (uint i
= 0; i
< 256; i
++) {
540 uint16 callback
= GetHouseCallback(CBID_HOUSE_PRODUCE_CARGO
, i
, r
, house_id
, t
, tile
);
542 if (callback
== CALLBACK_FAILED
|| callback
== CALLBACK_HOUSEPRODCARGO_END
) break;
544 CargoID cargo
= GetCargoTranslation(GB(callback
, 8, 7), hs
->grf_prop
.grffile
);
545 if (cargo
== CT_INVALID
) continue;
547 uint amt
= GB(callback
, 0, 8);
548 if (amt
== 0) continue;
550 uint moved
= MoveGoodsToStation(cargo
, amt
, ST_TOWN
, t
->index
, stations
.GetStations());
552 const CargoSpec
*cs
= CargoSpec::Get(cargo
);
553 t
->supplied
[cs
->Index()].new_max
+= amt
;
554 t
->supplied
[cs
->Index()].new_act
+= moved
;
557 if (GB(r
, 0, 8) < hs
->population
) {
558 uint amt
= GB(r
, 0, 8) / 8 + 1;
560 if (EconomyIsInRecession()) amt
= (amt
+ 1) >> 1;
561 t
->supplied
[CT_PASSENGERS
].new_max
+= amt
;
562 t
->supplied
[CT_PASSENGERS
].new_act
+= MoveGoodsToStation(CT_PASSENGERS
, amt
, ST_TOWN
, t
->index
, stations
.GetStations());
565 if (GB(r
, 8, 8) < hs
->mail_generation
) {
566 uint amt
= GB(r
, 8, 8) / 8 + 1;
568 if (EconomyIsInRecession()) amt
= (amt
+ 1) >> 1;
569 t
->supplied
[CT_MAIL
].new_max
+= amt
;
570 t
->supplied
[CT_MAIL
].new_act
+= MoveGoodsToStation(CT_MAIL
, amt
, ST_TOWN
, t
->index
, stations
.GetStations());
574 Backup
<CompanyByte
> cur_company(_current_company
, OWNER_TOWN
, FILE_LINE
);
576 if ((hs
->building_flags
& BUILDING_HAS_1_TILE
) &&
577 HasBit(t
->flags
, TOWN_IS_GROWING
) &&
578 CanDeleteHouse(tile
) &&
579 GetHouseAge(tile
) >= hs
->minimum_life
&&
580 --t
->time_until_rebuild
== 0) {
581 t
->time_until_rebuild
= GB(r
, 16, 8) + 192;
583 ClearTownHouse(t
, tile
);
585 /* Rebuild with another house? */
586 if (GB(r
, 24, 8) >= 12) BuildTownHouse(t
, tile
);
589 cur_company
.Restore();
592 static CommandCost
ClearTile_Town(TileIndex tile
, DoCommandFlag flags
)
594 if (flags
& DC_AUTO
) return_cmd_error(STR_ERROR_BUILDING_MUST_BE_DEMOLISHED
);
595 if (!CanDeleteHouse(tile
)) return CMD_ERROR
;
597 const HouseSpec
*hs
= HouseSpec::Get(GetHouseType(tile
));
599 CommandCost
cost(EXPENSES_CONSTRUCTION
);
600 cost
.AddCost(hs
->GetRemovalCost());
602 int rating
= hs
->remove_rating_decrease
;
603 Town
*t
= Town::GetByTile(tile
);
605 if (Company::IsValidID(_current_company
)) {
606 if (rating
> t
->ratings
[_current_company
] && !(flags
& DC_NO_TEST_TOWN_RATING
) && !_cheats
.magic_bulldozer
.value
) {
607 SetDParam(0, t
->index
);
608 return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS
);
612 ChangeTownRating(t
, -rating
, RATING_HOUSE_MINIMUM
, flags
);
613 if (flags
& DC_EXEC
) {
614 ClearTownHouse(t
, tile
);
620 static void AddProducedCargo_Town(TileIndex tile
, CargoArray
&produced
)
622 HouseID house_id
= GetHouseType(tile
);
623 const HouseSpec
*hs
= HouseSpec::Get(house_id
);
624 Town
*t
= Town::GetByTile(tile
);
626 if (HasBit(hs
->callback_mask
, CBM_HOUSE_PRODUCE_CARGO
)) {
627 for (uint i
= 0; i
< 256; i
++) {
628 uint16 callback
= GetHouseCallback(CBID_HOUSE_PRODUCE_CARGO
, i
, 0, house_id
, t
, tile
);
630 if (callback
== CALLBACK_FAILED
|| callback
== CALLBACK_HOUSEPRODCARGO_END
) break;
632 CargoID cargo
= GetCargoTranslation(GB(callback
, 8, 7), hs
->grf_prop
.grffile
);
634 if (cargo
== CT_INVALID
) continue;
638 if (hs
->population
> 0) {
639 produced
[CT_PASSENGERS
]++;
641 if (hs
->mail_generation
> 0) {
647 static inline void AddAcceptedCargoSetMask(CargoID cargo
, uint amount
, CargoArray
&acceptance
, uint32
*always_accepted
)
649 if (cargo
== CT_INVALID
|| amount
== 0) return;
650 acceptance
[cargo
] += amount
;
651 SetBit(*always_accepted
, cargo
);
654 static void AddAcceptedCargo_Town(TileIndex tile
, CargoArray
&acceptance
, uint32
*always_accepted
)
656 const HouseSpec
*hs
= HouseSpec::Get(GetHouseType(tile
));
659 /* Set the initial accepted cargo types */
660 for (uint8 i
= 0; i
< lengthof(accepts
); i
++) {
661 accepts
[i
] = hs
->accepts_cargo
[i
];
664 /* Check for custom accepted cargo types */
665 if (HasBit(hs
->callback_mask
, CBM_HOUSE_ACCEPT_CARGO
)) {
666 uint16 callback
= GetHouseCallback(CBID_HOUSE_ACCEPT_CARGO
, 0, 0, GetHouseType(tile
), Town::GetByTile(tile
), tile
);
667 if (callback
!= CALLBACK_FAILED
) {
668 /* Replace accepted cargo types with translated values from callback */
669 accepts
[0] = GetCargoTranslation(GB(callback
, 0, 5), hs
->grf_prop
.grffile
);
670 accepts
[1] = GetCargoTranslation(GB(callback
, 5, 5), hs
->grf_prop
.grffile
);
671 accepts
[2] = GetCargoTranslation(GB(callback
, 10, 5), hs
->grf_prop
.grffile
);
675 /* Check for custom cargo acceptance */
676 if (HasBit(hs
->callback_mask
, CBM_HOUSE_CARGO_ACCEPTANCE
)) {
677 uint16 callback
= GetHouseCallback(CBID_HOUSE_CARGO_ACCEPTANCE
, 0, 0, GetHouseType(tile
), Town::GetByTile(tile
), tile
);
678 if (callback
!= CALLBACK_FAILED
) {
679 AddAcceptedCargoSetMask(accepts
[0], GB(callback
, 0, 4), acceptance
, always_accepted
);
680 AddAcceptedCargoSetMask(accepts
[1], GB(callback
, 4, 4), acceptance
, always_accepted
);
681 if (_settings_game
.game_creation
.landscape
!= LT_TEMPERATE
&& HasBit(callback
, 12)) {
682 /* The 'S' bit indicates food instead of goods */
683 AddAcceptedCargoSetMask(CT_FOOD
, GB(callback
, 8, 4), acceptance
, always_accepted
);
685 AddAcceptedCargoSetMask(accepts
[2], GB(callback
, 8, 4), acceptance
, always_accepted
);
691 /* No custom acceptance, so fill in with the default values */
692 for (uint8 i
= 0; i
< lengthof(accepts
); i
++) {
693 AddAcceptedCargoSetMask(accepts
[i
], hs
->cargo_acceptance
[i
], acceptance
, always_accepted
);
697 static void GetTileDesc_Town(TileIndex tile
, TileDesc
*td
)
699 const HouseID house
= GetHouseType(tile
);
700 const HouseSpec
*hs
= HouseSpec::Get(house
);
701 bool house_completed
= IsHouseCompleted(tile
);
703 td
->str
= hs
->building_name
;
705 uint16 callback_res
= GetHouseCallback(CBID_HOUSE_CUSTOM_NAME
, house_completed
? 1 : 0, 0, house
, Town::GetByTile(tile
), tile
);
706 if (callback_res
!= CALLBACK_FAILED
&& callback_res
!= 0x400) {
707 if (callback_res
> 0x400) {
708 ErrorUnknownCallbackResult(hs
->grf_prop
.grffile
->grfid
, CBID_HOUSE_CUSTOM_NAME
, callback_res
);
710 StringID new_name
= GetGRFStringID(hs
->grf_prop
.grffile
->grfid
, 0xD000 + callback_res
);
711 if (new_name
!= STR_NULL
&& new_name
!= STR_UNDEFINED
) {
717 if (!house_completed
) {
718 td
->dparam
= td
->str
;
719 td
->str
= STR_LAI_TOWN_INDUSTRY_DESCRIPTION_UNDER_CONSTRUCTION
;
722 if (hs
->grf_prop
.grffile
!= NULL
) {
723 const GRFConfig
*gc
= GetGRFConfig(hs
->grf_prop
.grffile
->grfid
);
724 td
->grf
= gc
->GetName();
727 td
->owner
[0] = OWNER_TOWN
;
730 static void ChangeTileOwner_Town(TileIndex tile
, Owner old_owner
, Owner new_owner
)
735 /** Update the total cargo acceptance of the whole town.
736 * @param t The town to update.
738 void UpdateTownCargoTotal(Town
*t
)
740 t
->cargo_accepted_total
= 0;
742 const TileArea
&area
= t
->cargo_accepted
.GetArea();
743 TILE_AREA_LOOP(tile
, area
) {
744 if (TileX(tile
) % AcceptanceMatrix::GRID
== 0 && TileY(tile
) % AcceptanceMatrix::GRID
== 0) {
745 t
->cargo_accepted_total
|= t
->cargo_accepted
[tile
];
751 * Update accepted town cargoes around a specific tile.
752 * @param t The town to update.
753 * @param start Update the values around this tile.
754 * @param update_total Set to true if the total cargo acceptance should be updated.
756 static void UpdateTownCargoes(Town
*t
, TileIndex start
, bool update_total
= true)
758 CargoArray accepted
, produced
;
761 /* Gather acceptance for all houses in an area around the start tile.
762 * The area is composed of the square the tile is in, extended one square in all
763 * directions as the coverage area of a single station is bigger than just one square. */
764 TileArea area
= AcceptanceMatrix::GetAreaForTile(start
, 1);
765 TILE_AREA_LOOP(tile
, area
) {
766 if (!IsHouseTile(tile
) || GetTownIndex(tile
) != t
->index
) continue;
768 AddAcceptedCargo_Town(tile
, accepted
, &dummy
);
769 AddProducedCargo_Town(tile
, produced
);
772 /* Create bitmap of produced and accepted cargoes. */
774 for (uint cid
= 0; cid
< NUM_CARGO
; cid
++) {
775 if (accepted
[cid
] >= 8) SetBit(acc
, cid
);
776 if (produced
[cid
] > 0) SetBit(t
->cargo_produced
, cid
);
778 t
->cargo_accepted
[start
] = acc
;
780 if (update_total
) UpdateTownCargoTotal(t
);
783 /** Update cargo acceptance for the complete town.
784 * @param t The town to update.
786 void UpdateTownCargoes(Town
*t
)
788 t
->cargo_produced
= 0;
790 const TileArea
&area
= t
->cargo_accepted
.GetArea();
791 if (area
.tile
== INVALID_TILE
) return;
793 /* Update acceptance for each grid square. */
794 TILE_AREA_LOOP(tile
, area
) {
795 if (TileX(tile
) % AcceptanceMatrix::GRID
== 0 && TileY(tile
) % AcceptanceMatrix::GRID
== 0) {
796 UpdateTownCargoes(t
, tile
, false);
800 /* Update the total acceptance. */
801 UpdateTownCargoTotal(t
);
804 /** Updates the bitmap of all cargoes accepted by houses. */
805 void UpdateTownCargoBitmap()
808 _town_cargoes_accepted
= 0;
810 FOR_ALL_TOWNS(town
) {
811 _town_cargoes_accepted
|= town
->cargo_accepted_total
;
815 static bool GrowTown(Town
*t
);
819 if (_game_mode
== GM_EDITOR
) return;
823 /* Run town tick at regular intervals, but not all at once. */
824 if ((_tick_counter
+ t
->index
) % TOWN_GROWTH_TICKS
== 0
825 && HasBit(t
->flags
, TOWN_IS_GROWING
)) {
826 if (t
->grow_counter
> 0) {
828 } else if (GrowTown(t
)) {
829 t
->grow_counter
= t
->growth_rate
& (~TOWN_GROW_RATE_CUSTOM
);
836 * Return the RoadBits of a tile
838 * @note There are many other functions doing things like that.
839 * @note Needs to be checked for needlessness.
840 * @param tile The tile we want to analyse
841 * @return The roadbits of the given tile
843 static RoadBits
GetTownRoadBits(TileIndex tile
)
845 if (IsRoadDepotTile(tile
) || IsStandardRoadStopTile(tile
)) return ROAD_NONE
;
847 return GetAnyRoadBits(tile
, ROADTYPE_ROAD
, true);
851 * Check for parallel road inside a given distance.
852 * Assuming a road from (tile - TileOffsByDiagDir(dir)) to tile,
853 * is there a parallel road left or right of it within distance dist_multi?
855 * @param tile current tile
856 * @param dir target direction
857 * @param dist_multi distance multiplayer
858 * @return true if there is a parallel road
860 static bool IsNeighborRoadTile(TileIndex tile
, const DiagDirection dir
, uint dist_multi
)
862 if (!IsValidTile(tile
)) return false;
864 /* Lookup table for the used diff values */
865 const TileIndexDiff tid_lt
[3] = {
866 TileOffsByDiagDir(ChangeDiagDir(dir
, DIAGDIRDIFF_90RIGHT
)),
867 TileOffsByDiagDir(ChangeDiagDir(dir
, DIAGDIRDIFF_90LEFT
)),
868 TileOffsByDiagDir(ReverseDiagDir(dir
)),
871 dist_multi
= (dist_multi
+ 1) * 4;
872 for (uint pos
= 4; pos
< dist_multi
; pos
++) {
873 /* Go (pos / 4) tiles to the left or the right */
874 TileIndexDiff cur
= tid_lt
[(pos
& 1) ? 0 : 1] * (pos
/ 4);
876 /* Use the current tile as origin, or go one tile backwards */
877 if (pos
& 2) cur
+= tid_lt
[2];
879 /* Test for roadbit parallel to dir and facing towards the middle axis */
880 if (IsValidTile(tile
+ cur
) &&
881 GetTownRoadBits(TILE_ADD(tile
, cur
)) & DiagDirToRoadBits((pos
& 2) ? dir
: ReverseDiagDir(dir
))) return true;
887 * Check if a Road is allowed on a given tile
889 * @param t The current town
890 * @param tile The target tile
891 * @param dir The direction in which we want to extend the town
892 * @return true if it is allowed else false
894 static bool IsRoadAllowedHere(Town
*t
, TileIndex tile
, DiagDirection dir
)
896 if (DistanceFromEdge(tile
) == 0) return false;
898 /* Prevent towns from building roads under bridges along the bridge. Looks silly. */
899 if (HasBridgeAbove(tile
) && GetBridgeAxis(tile
) == DiagDirToAxis(dir
)) return false;
901 /* Check if there already is a road at this point? */
902 if (GetTownRoadBits(tile
) == ROAD_NONE
) {
903 /* No, try if we are able to build a road piece there.
904 * If that fails clear the land, and if that fails exit.
905 * This is to make sure that we can build a road here later. */
906 if (DoCommand(tile
, ((dir
== DIAGDIR_NW
|| dir
== DIAGDIR_SE
) ? ROAD_Y
: ROAD_X
), 0, DC_AUTO
, CMD_BUILD_ROAD
).Failed() &&
907 DoCommand(tile
, 0, 0, DC_AUTO
, CMD_LANDSCAPE_CLEAR
).Failed()) {
912 Slope cur_slope
= _settings_game
.construction
.build_on_slopes
? GetFoundationSlope(tile
) : GetTileSlope(tile
);
913 bool ret
= !IsNeighborRoadTile(tile
, dir
, t
->layout
== TL_ORIGINAL
? 1 : 2);
914 if (cur_slope
== SLOPE_FLAT
) return ret
;
916 Slope desired_slope
= (dir
== DIAGDIR_NW
|| dir
== DIAGDIR_SE
) ? SLOPE_NW
: SLOPE_NE
;
917 if (desired_slope
== cur_slope
|| ComplementSlope(desired_slope
) == cur_slope
) return ret
;
919 /* If the tile is not a slope in the right direction, then
920 * maybe terraform some. */
921 if (Chance16(1, 8)) {
922 /* Note: Do not replace "^ SLOPE_ELEVATED" with ComplementSlope(). The slope might be steep. */
923 bool terraform
= !_generating_world
&& Chance16(1, 10) &&
924 DoCommand(tile
, Chance16(1, 16) ? cur_slope
: cur_slope
^ SLOPE_ELEVATED
, 0,
925 DC_EXEC
| DC_AUTO
| DC_NO_WATER
, CMD_TERRAFORM_LAND
).Succeeded();
926 if (!terraform
&& Chance16(1, 3)) {
927 /* We can consider building on the slope, though. */
934 static bool TerraformTownTile(TileIndex tile
, int edges
, int dir
)
936 assert(tile
< MapSize());
938 CommandCost r
= DoCommand(tile
, edges
, dir
, DC_AUTO
| DC_NO_WATER
, CMD_TERRAFORM_LAND
);
939 if (r
.Failed() || r
.GetCost() >= (_price
[PR_TERRAFORM
] + 2) * 8) return false;
940 DoCommand(tile
, edges
, dir
, DC_AUTO
| DC_NO_WATER
| DC_EXEC
, CMD_TERRAFORM_LAND
);
944 static void LevelTownLand(TileIndex tile
)
946 assert(tile
< MapSize());
948 /* Don't terraform if land is plain or if there's a house there. */
949 if (IsHouseTile(tile
)) return;
950 Slope tileh
= GetTileSlope(tile
);
951 if (tileh
== SLOPE_FLAT
) return;
953 /* First try up, then down */
954 if (!TerraformTownTile(tile
, ~tileh
& SLOPE_ELEVATED
, 1)) {
955 TerraformTownTile(tile
, tileh
& SLOPE_ELEVATED
, 0);
960 * Generate the RoadBits of a grid tile
962 * @param t current town
963 * @param tile tile in reference to the town
964 * @param dir The direction to which we are growing ATM
965 * @return the RoadBit of the current tile regarding
966 * the selected town layout
968 static RoadBits
GetTownRoadGridElement(Town
*t
, TileIndex tile
, DiagDirection dir
)
970 /* align the grid to the downtown */
971 CoordDiff grid_pos
= TileCoordDiff(t
->xy
, tile
); // Vector from downtown to the tile
972 RoadBits rcmd
= ROAD_NONE
;
975 default: NOT_REACHED();
978 if ((grid_pos
.x
% 3) == 0) rcmd
|= ROAD_Y
;
979 if ((grid_pos
.y
% 3) == 0) rcmd
|= ROAD_X
;
983 if ((grid_pos
.x
% 4) == 0) rcmd
|= ROAD_Y
;
984 if ((grid_pos
.y
% 4) == 0) rcmd
|= ROAD_X
;
988 /* Optimise only X-junctions */
989 if (rcmd
!= ROAD_ALL
) return rcmd
;
991 RoadBits rb_template
;
993 switch (GetTileSlope(tile
)) {
994 default: rb_template
= ROAD_ALL
; break;
995 case SLOPE_W
: rb_template
= ROAD_NW
| ROAD_SW
; break;
996 case SLOPE_SW
: rb_template
= ROAD_Y
| ROAD_SW
; break;
997 case SLOPE_S
: rb_template
= ROAD_SW
| ROAD_SE
; break;
998 case SLOPE_SE
: rb_template
= ROAD_X
| ROAD_SE
; break;
999 case SLOPE_E
: rb_template
= ROAD_SE
| ROAD_NE
; break;
1000 case SLOPE_NE
: rb_template
= ROAD_Y
| ROAD_NE
; break;
1001 case SLOPE_N
: rb_template
= ROAD_NE
| ROAD_NW
; break;
1002 case SLOPE_NW
: rb_template
= ROAD_X
| ROAD_NW
; break;
1007 rb_template
= ROAD_NONE
;
1011 /* Stop if the template is compatible to the growth dir */
1012 if (DiagDirToRoadBits(ReverseDiagDir(dir
)) & rb_template
) return rb_template
;
1013 /* If not generate a straight road in the direction of the growth */
1014 return DiagDirToRoadBits(dir
) | DiagDirToRoadBits(ReverseDiagDir(dir
));
1018 * Grows the town with an extra house.
1019 * Check if there are enough neighbor house tiles
1020 * next to the current tile. If there are enough
1021 * add another house.
1023 * @param t The current town
1024 * @param tile The target tile for the extra house
1025 * @return true if an extra house has been added
1027 static bool GrowTownWithExtraHouse(Town
*t
, TileIndex tile
)
1029 /* We can't look further than that. */
1030 if (DistanceFromEdge(tile
) == 0) return false;
1032 uint counter
= 0; // counts the house neighbor tiles
1034 /* Check the tiles E,N,W and S of the current tile for houses */
1035 for (DiagDirection dir
= DIAGDIR_BEGIN
; dir
< DIAGDIR_END
; dir
++) {
1036 /* Count both void and house tiles for checking whether there
1037 * are enough houses in the area. This to make it likely that
1038 * houses get build up to the edge of the map. */
1039 TileIndex tt
= TileAddByDiagDir(tile
, dir
);
1040 if (IsHouseTile(tt
) || IsVoidTile(tt
)) {
1044 /* If there are enough neighbors stop here */
1046 return BuildTownHouse (t
, tile
);
1053 * Grows the town with a bridge.
1054 * At first we check if a bridge is reasonable.
1055 * If so we check if we are able to build it.
1057 * @param t The current town
1058 * @param tile The current tile
1059 * @param bridge_dir The valid direction in which to grow a bridge
1060 * @return true if a bridge has been build else false
1062 static bool GrowTownWithBridge(const Town
*t
, const TileIndex tile
, const DiagDirection bridge_dir
)
1064 assert(bridge_dir
< DIAGDIR_END
);
1066 const Slope slope
= GetTileSlope(tile
);
1068 /* Assure that the bridge is connectable to the start side */
1069 if (!(GetTownRoadBits(TileAddByDiagDir(tile
, ReverseDiagDir(bridge_dir
))) & DiagDirToRoadBits(bridge_dir
))) return false;
1071 /* We are in the right direction */
1072 const int delta
= TileOffsByDiagDir(bridge_dir
);
1074 uint bridge_length
= 0; // This value stores the length of the possible bridge
1075 TileIndex bridge_tile
= tile
+ delta
; // Used to store the other waterside
1077 if (slope
== SLOPE_FLAT
) {
1078 /* Bridges starting on flat tiles are only allowed when crossing rivers. */
1079 while (IsValidTile(bridge_tile
) && IsPlainWaterTile(bridge_tile
) && !IsSea(bridge_tile
)) {
1080 /* Allow to cross rivers, not big lakes. */
1081 if (bridge_length
>= 3) return false;
1083 bridge_tile
+= delta
;
1086 /* Make sure the direction is compatible with the slope.
1087 * Well we check if the slope has an up bit set in the
1088 * reverse direction. */
1089 if (slope
& InclinedSlope(bridge_dir
)) return false;
1091 while (IsValidTile(bridge_tile
) && IsPlainWaterTile(bridge_tile
)) {
1092 /* Max 10-tile long bridges */
1093 if (bridge_length
>= 10) return false;
1095 bridge_tile
+= delta
;
1099 /* no water tiles in between? */
1100 if (bridge_length
== 0) return false;
1102 std::bitset
<MAX_BRIDGES
> tried
;
1103 uint n
= MAX_BRIDGES
;
1104 byte bridge_type
= RandomRange (n
);
1107 /* Can we actually build the bridge? */
1108 if (DoCommand(tile
, bridge_tile
, bridge_type
| ROADTYPES_ROAD
<< 8 | TRANSPORT_ROAD
<< 12 | t
->index
<< 16, CommandFlagsToDCFlags(GetCommandFlags(CMD_BUILD_BRIDGE
)), CMD_BUILD_BRIDGE
).Succeeded()) {
1109 DoCommand(tile
, bridge_tile
, bridge_type
| ROADTYPES_ROAD
<< 8 | TRANSPORT_ROAD
<< 12 | t
->index
<< 16, DC_EXEC
| CommandFlagsToDCFlags(GetCommandFlags(CMD_BUILD_BRIDGE
)), CMD_BUILD_BRIDGE
);
1113 /* Try a different bridge. */
1114 tried
[bridge_type
] = true;
1116 assert (n
+ tried
.count() == MAX_BRIDGES
);
1120 uint i
= RandomRange (n
);
1121 while (tried
[bridge_type
] || (i
-- > 0)) {
1123 assert (bridge_type
< MAX_BRIDGES
);
1127 /* Quit if no bridge can be built. */
1132 * Grows the town with either a bridge or a road piece.
1134 * @param t The current town
1135 * @param tile The current tile
1136 * @param target_dir The target road dir
1137 * @param rcmd The RoadBits we want to build on the tile
1138 * @return true if the RoadBits have been added else false
1140 static bool GrowTownWithRoad(const Town
*t
, TileIndex tile
, DiagDirection target_dir
, RoadBits rcmd
)
1142 /* Make the roads look nicer */
1143 rcmd
= CleanUpRoadBits(tile
, rcmd
);
1144 if (rcmd
== ROAD_NONE
) return false;
1146 /* Only use the target direction for bridges to ensure they're connected.
1147 * The target_dir is as computed previously according to town layout, so
1148 * it will match it perfectly. */
1149 return GrowTownWithBridge (t
, tile
, target_dir
)
1150 || DoCommand (tile
, rcmd
, t
->index
, DC_EXEC
| DC_AUTO
| DC_NO_WATER
, CMD_BUILD_ROAD
).Succeeded();
1154 * Grows the given town at a tile where there are no roads.
1155 * @param t The current town
1156 * @param tile The current tile
1157 * @param target_dir The target road dir
1158 * @return Whether a road was built
1160 static bool GrowTown_NewRoad (Town
*t
, TileIndex tile
, DiagDirection target_dir
)
1162 if (!_settings_game
.economy
.allow_town_roads
&& !_generating_world
) return false;
1163 if (!_settings_game
.economy
.allow_town_level_crossings
&& IsRailwayTile(tile
)) return false;
1165 /* Remove hills etc */
1166 if (!_settings_game
.construction
.build_on_slopes
|| Chance16(1, 6)) LevelTownLand(tile
);
1168 RoadBits rcmd
= ROAD_NONE
; // RoadBits for the road construction command
1170 /* Is a road allowed here? */
1171 switch (t
->layout
) {
1172 default: NOT_REACHED();
1176 rcmd
= GetTownRoadGridElement (t
, tile
, target_dir
);
1177 if (rcmd
== ROAD_NONE
) return false;
1180 case TL_BETTER_ROADS
:
1182 if (!IsRoadAllowedHere (t
, tile
, target_dir
)) return false;
1184 DiagDirection source_dir
= ReverseDiagDir(target_dir
);
1186 if (Chance16(1, 6)) {
1187 /* Randomize a new target dir */
1188 target_dir
= ChangeDiagDir (target_dir
, Chance16(1, 2) ? DIAGDIRDIFF_90RIGHT
: DIAGDIRDIFF_90LEFT
);
1191 if (!IsRoadAllowedHere (t
, TileAddByDiagDir(tile
, target_dir
), target_dir
)) {
1192 /* A road is not allowed to continue the randomized road,
1193 * return if the road we're trying to build is curved. */
1194 if (target_dir
!= ReverseDiagDir(source_dir
)) return false;
1196 /* Return if neither side of the new road is a house */
1197 if (!IsHouseTile(TileAddByDiagDir(tile
, ChangeDiagDir(target_dir
, DIAGDIRDIFF_90RIGHT
))) &&
1198 !IsHouseTile(TileAddByDiagDir(tile
, ChangeDiagDir(target_dir
, DIAGDIRDIFF_90LEFT
)))) {
1202 /* That means that the road is only allowed if there is a house
1203 * at any side of the new road. */
1206 rcmd
= DiagDirToRoadBits(target_dir
) | DiagDirToRoadBits(source_dir
);
1210 /* Return if a water tile */
1211 if (HasTileWaterGround(tile
)) return false;
1213 return GrowTownWithRoad (t
, tile
, target_dir
, rcmd
);
1217 * Grows the given town at a tile where there is an unconnected road.
1218 * @param t The current town
1219 * @param tile The current tile
1220 * @param target_dir The target road dir
1221 * @param cur_rb The current tile RoadBits
1222 * @return Whether a road piece was built
1224 static bool GrowTown_UnconnectedRoad (Town
*t
, TileIndex tile
, DiagDirection target_dir
, RoadBits cur_rb
)
1226 /* Continue building on a partial road.
1227 * Should be always OK, so we only generate
1228 * the fitting RoadBits */
1230 if (!_settings_game
.economy
.allow_town_roads
&& !_generating_world
) return false;
1232 RoadBits rcmd
= ROAD_NONE
; // RoadBits for the road construction command
1234 switch (t
->layout
) {
1235 default: NOT_REACHED();
1239 rcmd
= GetTownRoadGridElement (t
, tile
, target_dir
);
1242 case TL_BETTER_ROADS
:
1244 rcmd
= DiagDirToRoadBits(ReverseDiagDir(target_dir
));
1248 return GrowTownWithRoad (t
, tile
, target_dir
, rcmd
);
1251 /* Describe the possible results of GrowTown_ConnectedRoad. */
1252 enum TownGrowthResult
{
1253 GROWTH_CONTINUE
, ///< continue searching
1254 GROWTH_FAILURE
, ///< growth failed, stop searching
1255 GROWTH_SUCCESS
, ///< growth succeeded, stop searching
1259 * Grows the given town at a tile where there is a connected road.
1260 * @param t The current town
1261 * @param tile The current tile
1262 * @param target_dir The target road dir
1263 * @param cur_rb The current tile RoadBits
1264 * @return The result of the growth attempt
1266 static TownGrowthResult
GrowTown_ConnectedRoad (Town
*t
, TileIndex tile
, DiagDirection target_dir
, RoadBits cur_rb
)
1268 /* Possibly extend the road in a direction.
1269 * Randomize a direction and if it has a road, bail out. */
1270 target_dir
= RandomDiagDir();
1271 if (cur_rb
& DiagDirToRoadBits(target_dir
)) return GROWTH_CONTINUE
;
1273 /* This is the tile we will reach if we extend to this direction. */
1274 TileIndex house_tile
= TileAddByDiagDir(tile
, target_dir
); // position of a possible house
1276 /* Don't walk into water. */
1277 if (HasTileWaterGround(house_tile
)) return GROWTH_CONTINUE
;
1279 if (!IsValidTile(house_tile
)) return GROWTH_CONTINUE
;
1281 bool allow_house
= true; // Value which decides if we want to construct a house
1282 RoadBits rcmd
= ROAD_NONE
; // RoadBits for the road construction command
1283 bool house_built
= false; // Whether a house has been built
1285 if (_settings_game
.economy
.allow_town_roads
|| _generating_world
) {
1286 switch (t
->layout
) {
1287 default: NOT_REACHED();
1289 case TL_3X3_GRID
: // Use 2x2 grid afterwards!
1290 house_built
= GrowTownWithExtraHouse (t
, TileAddByDiagDir(house_tile
, target_dir
));
1293 rcmd
= GetTownRoadGridElement (t
, house_tile
, target_dir
);
1294 allow_house
= (rcmd
== ROAD_NONE
);
1297 case TL_BETTER_ROADS
: // Use original afterwards!
1298 house_built
= GrowTownWithExtraHouse (t
, TileAddByDiagDir(house_tile
, target_dir
));
1301 /* Allow a house at the edge. 60% chance or
1302 * always ok if no road allowed. */
1303 rcmd
= DiagDirToRoadBits(target_dir
);
1304 allow_house
= (!IsRoadAllowedHere (t
, house_tile
, target_dir
) || Chance16(6, 10));
1310 /* Build a house, but not if there already is a house there. */
1311 if (!IsHouseTile(house_tile
)) {
1312 /* Level the land if possible */
1313 if (Chance16(1, 6)) LevelTownLand(house_tile
);
1315 /* And build a house.
1316 * Set result to -1 if we managed to build it. */
1317 if (BuildTownHouse (t
, house_tile
)) house_built
= true;
1319 return house_built
? GROWTH_SUCCESS
: GROWTH_CONTINUE
;
1322 return GrowTownWithRoad (t
, tile
, target_dir
, rcmd
) ? GROWTH_SUCCESS
: GROWTH_FAILURE
;
1326 * Simple heuristic to check if a tile may be usable for town growth.
1327 * @param tile The tile to check.
1328 * @return Whether the tile is usable.
1330 static bool GrowTownTileUsable (TileIndex tile
)
1332 assert (tile
< MapSize());
1334 switch (GetTileType (tile
)) {
1336 return !IsTileSubtype (tile
, TT_GROUND_VOID
);
1339 return IsCoast (tile
);
1346 switch (GetTileSubtype(tile
)) {
1347 case TT_MISC_CROSSING
: return true;
1348 case TT_MISC_TUNNEL
: return GetTunnelTransportType(tile
) == TRANSPORT_ROAD
;
1349 default: return false;
1354 return IsDriveThroughStopTile (tile
);
1357 default: return false;
1362 * Returns "growth" if a house was built, or no if the build failed.
1363 * @param t town to inquiry
1364 * @param tile to inquiry
1365 * @return whether expansion was possible
1367 static bool GrowTownFromTile (Town
*t
, TileIndex tile
)
1369 DiagDirection target_dir
= DIAGDIR_END
; // The direction in which we want to extend the town
1371 assert(tile
< MapSize());
1373 /* Number of times to search.
1374 * Better roads, 2X2 and 3X3 grid grow quite fast so we give
1375 * them a little handicap. */
1377 switch (t
->layout
) {
1378 case TL_BETTER_ROADS
:
1379 iterations
= 10 + t
->cache
.num_houses
* 2 / 9;
1384 iterations
= 10 + t
->cache
.num_houses
* 1 / 9;
1388 iterations
= 10 + t
->cache
.num_houses
* 4 / 9;
1392 while (iterations
-- > 0) {
1393 RoadBits cur_rb
= GetTownRoadBits(tile
); // The RoadBits of the current tile
1395 /* Try to grow the town from this point */
1396 assert(tile
< MapSize());
1397 assert((cur_rb
== ROAD_NONE
) || !HasTileWaterGround(tile
));
1399 if (cur_rb
== ROAD_NONE
) {
1400 assert (IsValidDiagDirection(target_dir
));
1401 return GrowTown_NewRoad (t
, tile
, target_dir
);
1403 } else if (target_dir
!= DIAGDIR_END
&& !(cur_rb
& DiagDirToRoadBits(ReverseDiagDir(target_dir
)))) {
1404 return GrowTown_UnconnectedRoad (t
, tile
, target_dir
, cur_rb
);
1406 } else if (!IsRoadBridgeTile(tile
) && !IsTunnelTile(tile
)) {
1407 switch (GrowTown_ConnectedRoad (t
, tile
, target_dir
, cur_rb
)) {
1408 case GROWTH_CONTINUE
: break;
1409 case GROWTH_FAILURE
: return false;
1410 case GROWTH_SUCCESS
: return true;
1414 if (IsTunnelTile(tile
)) {
1415 /* Reached a tunnel. Continue at the other end if this
1416 * is not the first tile, or half of the times if it is. */
1417 assert (maptile_is_road_tunnel(tile
));
1419 if (target_dir
== DIAGDIR_END
) {
1420 if (Chance16(1, 2)) tile
= GetOtherTunnelEnd (tile
);
1421 target_dir
= ReverseDiagDir (GetTunnelBridgeDirection(tile
));
1423 if (GetTunnelBridgeDirection(tile
) != target_dir
) return false;
1424 tile
= GetOtherTunnelEnd (tile
);
1427 tile
= TileAddByDiagDir (tile
, target_dir
);
1428 if ((IsRoadBridgeTile(tile
) || IsTunnelTile(tile
))
1429 && GetTunnelBridgeDirection(tile
) == (ReverseDiagDir(target_dir
))) {
1433 /* Exclude the source position from the bitmask
1434 * and return if no more road blocks available */
1435 if (target_dir
!= DIAGDIR_END
) cur_rb
&= ~DiagDirToRoadBits(ReverseDiagDir(target_dir
));
1437 /* Select a random bit from the blockmask, walk a step
1438 * and continue the search from there. */
1439 TileIndex target_tile
;
1441 if (cur_rb
== ROAD_NONE
) return false;
1443 RoadBits connect_rb
;
1445 target_dir
= RandomDiagDir();
1446 connect_rb
= DiagDirToRoadBits (target_dir
);
1447 } while (!(cur_rb
& connect_rb
));
1448 cur_rb
^= connect_rb
;
1450 if (IsRoadBridgeTile(tile
) && target_dir
== GetTunnelBridgeDirection(tile
)) {
1451 target_tile
= GetOtherBridgeEnd (tile
);
1455 target_tile
= TileAddByDiagDir (tile
, target_dir
);
1456 if ((IsRoadBridgeTile (target_tile
) || IsTunnelTile (target_tile
))
1457 && GetTunnelBridgeDirection (target_tile
) == (ReverseDiagDir (target_dir
))) {
1461 if (_settings_game
.economy
.allow_town_roads
|| _generating_world
) {
1462 if (GrowTownTileUsable (target_tile
)) break;
1464 connect_rb
= MirrorRoadBits (connect_rb
);
1465 RoadBits target_rb
= GetTownRoadBits (target_tile
);
1466 if ((target_rb
& connect_rb
) != 0 && (target_rb
!= connect_rb
)) break;
1472 if ((IsRoadTile(tile
) || IsLevelCrossingTile(tile
)) && HasTileRoadType(tile
, ROADTYPE_ROAD
)) {
1473 /* Don't allow building over roads of other cities */
1474 if (IsRoadOwner(tile
, ROADTYPE_ROAD
, OWNER_TOWN
) && Town::GetByTile(tile
) != t
) {
1476 } else if (IsRoadOwner(tile
, ROADTYPE_ROAD
, OWNER_NONE
) && _game_mode
== GM_EDITOR
) {
1477 /* If we are in the SE, and this road-piece has no town owner yet, it just found an
1478 * owner :) (happy happy happy road now) */
1479 SetRoadOwner(tile
, ROADTYPE_ROAD
, OWNER_TOWN
);
1480 SetTownIndex(tile
, t
->index
);
1489 * Generate a random road block.
1490 * The probability of a straight road
1491 * is somewhat higher than a curved.
1493 * @return A RoadBits value with 2 bits set
1495 static RoadBits
GenRandomRoadBits()
1497 uint32 r
= Random();
1498 uint a
= GB(r
, 0, 2);
1499 uint b
= GB(r
, 8, 2);
1501 return (RoadBits
)((ROAD_NW
<< a
) + (ROAD_NW
<< b
));
1506 * @param t town to grow
1507 * @return true iff a house was built
1509 static bool GrowTown(Town
*t
)
1511 static const CoordDiff _town_coord_mod
[] = {
1527 /* Current "company" is a town */
1528 Backup
<CompanyByte
> cur_company(_current_company
, OWNER_TOWN
, FILE_LINE
);
1530 TileIndex tile
= t
->xy
; // The tile we are working with ATM
1532 /* Find a road that we can base the construction on. */
1533 const CoordDiff
*ptr
;
1534 for (ptr
= _town_coord_mod
; ptr
!= endof(_town_coord_mod
); ++ptr
) {
1535 if (GetTownRoadBits(tile
) != ROAD_NONE
) {
1536 bool r
= GrowTownFromTile (t
, tile
);
1537 cur_company
.Restore();
1540 tile
= TILE_ADD(tile
, ToTileIndexDiff(*ptr
));
1543 /* No road available, try to build a random road block by
1544 * clearing some land and then building a road there. */
1545 if (_settings_game
.economy
.allow_town_roads
|| _generating_world
) {
1547 for (ptr
= _town_coord_mod
; ptr
!= endof(_town_coord_mod
); ++ptr
) {
1548 /* Only work with plain land that not already has a house */
1549 if (!IsHouseTile(tile
) && IsTileFlat(tile
)) {
1550 if (DoCommand(tile
, 0, 0, DC_AUTO
| DC_NO_WATER
, CMD_LANDSCAPE_CLEAR
).Succeeded()) {
1551 DoCommand(tile
, GenRandomRoadBits(), t
->index
, DC_EXEC
| DC_AUTO
, CMD_BUILD_ROAD
);
1552 cur_company
.Restore();
1556 tile
= TILE_ADD(tile
, ToTileIndexDiff(*ptr
));
1560 cur_company
.Restore();
1564 void UpdateTownRadius(Town
*t
)
1566 static const uint32 _town_squared_town_zone_radius_data
[23][5] = {
1567 { 4, 0, 0, 0, 0}, // 0
1572 { 64, 0, 4, 0, 0}, // 20
1577 { 81, 0, 16, 0, 4}, // 40
1579 { 81, 36, 25, 0, 9},
1580 { 81, 36, 25, 16, 9},
1581 { 81, 49, 0, 25, 9},
1582 { 81, 64, 0, 25, 9}, // 60
1583 { 81, 64, 0, 36, 9},
1584 { 81, 64, 0, 36, 16},
1585 {100, 81, 0, 49, 16},
1586 {100, 81, 0, 49, 25},
1587 {121, 81, 0, 49, 25}, // 80
1588 {121, 81, 0, 49, 25},
1589 {121, 81, 0, 49, 36}, // 88
1592 if (t
->cache
.num_houses
< 92) {
1593 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
));
1595 int mass
= t
->cache
.num_houses
/ 8;
1596 /* Actually we are proportional to sqrt() but that's right because we are covering an area.
1597 * The offsets are to make sure the radii do not decrease in size when going from the table
1598 * to the calculated value.*/
1599 t
->cache
.squared_town_zone_radius
[0] = mass
* 15 - 40;
1600 t
->cache
.squared_town_zone_radius
[1] = mass
* 9 - 15;
1601 t
->cache
.squared_town_zone_radius
[2] = 0;
1602 t
->cache
.squared_town_zone_radius
[3] = mass
* 5 - 5;
1603 t
->cache
.squared_town_zone_radius
[4] = mass
* 3 + 5;
1607 void UpdateTownMaxPass(Town
*t
)
1609 t
->supplied
[CT_PASSENGERS
].old_max
= t
->cache
.population
>> 3;
1610 t
->supplied
[CT_MAIL
].old_max
= t
->cache
.population
>> 4;
1615 * @param tile Center tile of the town.
1616 * @param townnameparts Town name.
1617 * @param city Whether the town is a city.
1618 * @param layout Road layout of the town.
1620 Town::Town (TileIndex tile
, uint32 townnameparts
, bool city
, TownLayout layout
) :
1621 xy (tile
), townnameparams (_settings_game
.game_creation
.town_name
),
1622 townnameparts (townnameparts
), name (NULL
), flags (0),
1623 noise_reached (0), statues (0), have_ratings (0), text (NULL
),
1624 time_until_rebuild (10), grow_counter (0), growth_rate (250),
1625 fund_buildings_months (0), larger_town (city
)
1629 this->cache
.num_houses
= 0;
1630 this->cache
.population
= 0;
1631 UpdateTownRadius (this);
1633 this->exclusivity
= INVALID_COMPANY
;
1634 this->exclusive_counter
= 0;
1636 for (uint i
= 0; i
!= MAX_COMPANIES
; i
++) this->ratings
[i
] = RATING_INITIAL
;
1638 /* Set the default cargo requirement for town growth */
1639 switch (_settings_game
.game_creation
.landscape
) {
1641 if (FindFirstCargoWithTownEffect(TE_FOOD
) != NULL
) this->goal
[TE_FOOD
] = TOWN_GROWTH_WINTER
;
1645 if (FindFirstCargoWithTownEffect(TE_FOOD
) != NULL
) this->goal
[TE_FOOD
] = TOWN_GROWTH_DESERT
;
1646 if (FindFirstCargoWithTownEffect(TE_WATER
) != NULL
) this->goal
[TE_WATER
] = TOWN_GROWTH_DESERT
;
1650 this->layout
= (layout
!= TL_RANDOM
) ? layout
:
1651 (TownLayout
) (TileHash (TileX(tile
), TileY(tile
)) % (NUM_TLS
- 1));
1655 * Does the actual town creation.
1656 * @param tile Where to put it
1657 * @param townnameparts The town name
1658 * @param size Parameter for size determination
1659 * @param city whether to build a city or town
1660 * @param layout the (road) layout of the town
1661 * @param manual was the town placed manually?
1662 * @return The created town
1664 static Town
*DoCreateTown (TileIndex tile
, uint32 townnameparts
,
1665 TownSize size
, bool city
, TownLayout layout
, bool manual
)
1667 Town
*t
= new Town (tile
, townnameparts
, city
, layout
);
1669 int x
= (int)size
* 16 + 3;
1670 if (size
== TSZ_RANDOM
) x
= (Random() & 0xF) + 8;
1671 /* Don't create huge cities when founding town in-game */
1672 if (city
&& (!manual
|| _game_mode
== GM_EDITOR
)) x
*= _settings_game
.economy
.initial_city_size
;
1674 t
->cache
.num_houses
+= x
;
1675 UpdateTownRadius(t
);
1682 t
->cache
.num_houses
-= x
;
1683 UpdateTownRadius(t
);
1684 UpdateTownMaxPass(t
);
1685 UpdateAirportsNoise();
1687 t
->UpdateVirtCoord();
1688 InvalidateWindowData(WC_TOWN_DIRECTORY
, 0, 0);
1689 InvalidateWindowData(WC_SELECT_TOWN
, 0);
1695 * Checks if it's possible to place a town at given tile
1696 * @param tile tile to check
1697 * @return error string or STR_NULL on success
1699 static StringID
TownCanBePlacedHere (TileIndex tile
)
1701 /* Check if too close to the edge of map */
1702 if (DistanceFromEdge(tile
) < 12) {
1703 return STR_ERROR_TOO_CLOSE_TO_EDGE_OF_MAP_SUB
;
1706 /* Check distance to all other towns. */
1707 if (Town::find_any
<DistanceManhattan
> (tile
, 19)) {
1708 return STR_ERROR_TOO_CLOSE_TO_ANOTHER_TOWN
;
1711 /* Can only build on clear flat areas, possibly with trees. */
1712 if (!IsGroundTile(tile
) || !IsTileFlat(tile
)) {
1713 return STR_ERROR_SITE_UNSUITABLE
;
1720 * Verifies this custom name is unique. Only custom names are checked.
1721 * @param name name to check
1722 * @return is this name unique?
1724 static bool IsUniqueTownName(const char *name
)
1729 if (t
->name
!= NULL
&& strcmp(t
->name
, name
) == 0) return false;
1736 * Create a new town.
1737 * @param tile coordinates where town is built
1738 * @param flags type of operation
1739 * @param p1 0..1 size of the town (@see TownSize)
1740 * 2 true iff it should be a city
1741 * 3..5 town road layout (@see TownLayout)
1742 * 6 use random location (randomize \c tile )
1743 * @param p2 town name parts
1744 * @param text Custom name for the town. If empty, the town name parts will be used.
1745 * @return the cost of this operation or an error
1747 CommandCost
CmdFoundTown(TileIndex tile
, DoCommandFlag flags
, uint32 p1
, uint32 p2
, const char *text
)
1749 TownSize size
= Extract
<TownSize
, 0, 2>(p1
);
1750 bool city
= HasBit(p1
, 2);
1751 TownLayout layout
= Extract
<TownLayout
, 3, 3>(p1
);
1752 TownNameParams
par(_settings_game
.game_creation
.town_name
);
1753 bool random
= HasBit(p1
, 6);
1754 uint32 townnameparts
= p2
;
1756 if (size
>= TSZ_END
) return CMD_ERROR
;
1757 if (layout
>= NUM_TLS
) return CMD_ERROR
;
1759 /* Some things are allowed only in the scenario editor and for game scripts. */
1760 if (_game_mode
!= GM_EDITOR
&& _current_company
!= OWNER_DEITY
) {
1761 if (_settings_game
.economy
.found_town
== TF_FORBIDDEN
) return CMD_ERROR
;
1762 if (size
== TSZ_LARGE
) return CMD_ERROR
;
1763 if (random
) return CMD_ERROR
;
1764 if (_settings_game
.economy
.found_town
!= TF_CUSTOM_LAYOUT
&& layout
!= _settings_game
.economy
.town_layout
) {
1767 } else if (_current_company
== OWNER_DEITY
&& random
) {
1768 /* Random parameter is not allowed for Game Scripts. */
1772 if (StrEmpty(text
)) {
1773 /* If supplied name is empty, townnameparts has to generate unique automatic name */
1774 if (!VerifyTownName(townnameparts
, &par
)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE
);
1776 /* If name is not empty, it has to be unique custom name */
1777 if (Utf8StringLength(text
) >= MAX_LENGTH_TOWN_NAME_CHARS
) return CMD_ERROR
;
1778 if (!IsUniqueTownName(text
)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE
);
1781 /* Allocate town struct */
1782 if (!Town::CanAllocateItem()) return_cmd_error(STR_ERROR_TOO_MANY_TOWNS
);
1785 StringID str
= TownCanBePlacedHere (tile
);
1786 if (str
!= STR_NULL
) return_cmd_error(str
);
1789 static const byte price_mult
[][TSZ_RANDOM
+ 1] = {{ 15, 25, 40, 25 }, { 20, 35, 55, 35 }};
1790 /* multidimensional arrays have to have defined length of non-first dimension */
1791 assert_compile(lengthof(price_mult
[0]) == 4);
1793 CommandCost
cost(EXPENSES_OTHER
, _price
[PR_BUILD_TOWN
]);
1794 byte mult
= price_mult
[city
][size
];
1796 cost
.MultiplyCost(mult
);
1798 /* Create the town */
1799 if (flags
& DC_EXEC
) {
1800 if (cost
.GetCost() > GetAvailableMoneyForCommand()) {
1801 _additional_cash_required
= cost
.GetCost();
1802 return CommandCost(EXPENSES_OTHER
);
1805 Backup
<bool> old_generating_world(_generating_world
, true, FILE_LINE
);
1806 UpdateNearestTownForRoadTiles(true);
1809 t
= CreateRandomTown(20, townnameparts
, size
, city
, layout
);
1811 cost
= CommandCost(STR_ERROR_NO_SPACE_FOR_TOWN
);
1813 _new_town_id
= t
->index
;
1816 t
= DoCreateTown (tile
, townnameparts
, size
, city
, layout
, true);
1818 UpdateNearestTownForRoadTiles(false);
1819 old_generating_world
.Restore();
1821 if (t
!= NULL
&& !StrEmpty(text
)) {
1822 t
->name
= xstrdup(text
);
1823 t
->UpdateVirtCoord();
1826 if (_game_mode
!= GM_EDITOR
) {
1827 /* 't' can't be NULL since 'random' is false outside scenedit */
1830 AddNewsItem
<FoundTownNewsItem
> (t
->index
, tile
, _current_company
);
1831 AI::BroadcastNewEvent(new ScriptEventTownFounded(t
->index
));
1832 Game::NewEvent(new ScriptEventTownFounded(t
->index
));
1839 * Towns must all be placed on the same grid or when they eventually
1840 * interpenetrate their road networks will not mesh nicely; this
1841 * function adjusts a tile so that it aligns properly.
1843 * @param tile the tile to start at
1844 * @param layout which town layout algo is in effect
1845 * @return the adjusted tile
1847 static TileIndex
AlignTileToGrid(TileIndex tile
, TownLayout layout
)
1850 case TL_2X2_GRID
: return TileXY(TileX(tile
) - TileX(tile
) % 3, TileY(tile
) - TileY(tile
) % 3);
1851 case TL_3X3_GRID
: return TileXY(TileX(tile
) & ~3, TileY(tile
) & ~3);
1852 default: return tile
;
1857 * Towns must all be placed on the same grid or when they eventually
1858 * interpenetrate their road networks will not mesh nicely; this
1859 * function tells you if a tile is properly aligned.
1861 * @param tile the tile to start at
1862 * @param layout which town layout algo is in effect
1863 * @return true if the tile is in the correct location
1865 static bool IsTileAlignedToGrid(TileIndex tile
, TownLayout layout
)
1868 case TL_2X2_GRID
: return TileX(tile
) % 3 == 0 && TileY(tile
) % 3 == 0;
1869 case TL_3X3_GRID
: return TileX(tile
) % 4 == 0 && TileY(tile
) % 4 == 0;
1870 default: return true;
1875 * Given a spot on the map (presumed to be a water tile), find a good
1876 * coastal spot to build a city. We don't want to build too close to
1877 * the edge if we can help it (since that retards city growth) hence
1878 * the search within a search within a search. O(n*m^2), where n is
1879 * how far to search for land, and m is how far inland to look for a
1882 * @param tile Start looking from this spot.
1883 * @param layout the road layout to search for
1884 * @return tile that was found
1886 static TileIndex
FindNearestGoodCoastalTownSpot(TileIndex tile
, TownLayout layout
)
1888 CircularTileIterator
iter (tile
, 40);
1889 for (TileIndex coast
= iter
; coast
!= INVALID_TILE
; coast
= ++iter
) {
1890 if (IsGroundTile (coast
)) {
1891 /* Search for a good inland spot for a town. */
1892 TileIndex spot_tile
= INVALID_TILE
;
1895 CircularTileIterator
iter (coast
, 10);
1896 for (TileIndex t
= iter
; t
!= INVALID_TILE
; t
= ++iter
) {
1897 if (!IsGroundTile(t
)) continue;
1898 if (!IsTileFlat(t
)) continue;
1899 if (!IsTileAlignedToGrid (t
, layout
)) continue;
1901 uint dist
= GetClosestWaterDistance (t
, true);
1902 if (dist
> spot_dist
) {
1911 /* if we get here just give up */
1912 return INVALID_TILE
;
1915 static Town
*CreateRandomTown(uint attempts
, uint32 townnameparts
, TownSize size
, bool city
, TownLayout layout
)
1917 assert(_game_mode
== GM_EDITOR
|| _generating_world
); // These are the preconditions for CMD_DELETE_TOWN
1919 if (!Town::CanAllocateItem()) return NULL
;
1922 /* Generate a tile index not too close from the edge */
1923 TileIndex tile
= AlignTileToGrid(RandomTile(), layout
);
1925 /* if we tried to place the town on water, slide it over onto
1926 * the nearest likely-looking spot */
1927 if (IsWaterTile(tile
)) {
1928 tile
= FindNearestGoodCoastalTownSpot(tile
, layout
);
1929 if (tile
== INVALID_TILE
) continue;
1932 /* Make sure town can be placed here */
1933 if (TownCanBePlacedHere (tile
) != STR_NULL
) continue;
1935 /* Allocate a town struct */
1936 Town
*t
= DoCreateTown (tile
, townnameparts
, size
, city
, layout
, false);
1938 /* if the population is still 0 at the point, then the
1939 * placement is so bad it couldn't grow at all */
1940 if (t
->cache
.population
> 0) return t
;
1942 Backup
<CompanyByte
> cur_company(_current_company
, OWNER_TOWN
, FILE_LINE
);
1943 CommandCost rc
= DoCommand(t
->xy
, t
->index
, 0, DC_EXEC
, CMD_DELETE_TOWN
);
1944 cur_company
.Restore();
1945 assert(rc
.Succeeded());
1947 /* We already know that we can allocate a single town when
1948 * entering this function. However, we create and delete
1949 * a town which "resets" the allocation checks. As such we
1950 * need to check again when assertions are enabled. */
1951 assert(Town::CanAllocateItem());
1952 } while (--attempts
!= 0);
1957 static const byte _num_initial_towns
[4] = {5, 11, 23, 46}; // very low, low, normal, high
1960 * This function will generate a certain amount of towns, with a certain layout
1961 * It can be called from the scenario editor (i.e.: generate Random Towns)
1962 * as well as from world creation.
1963 * @param layout which towns will be set to, when created
1964 * @return true if towns have been successfully created
1966 bool GenerateTowns(TownLayout layout
)
1968 uint current_number
= 0;
1969 uint difficulty
= (_game_mode
!= GM_EDITOR
) ? _settings_game
.difficulty
.number_towns
: 0;
1970 uint total
= (difficulty
== (uint
)CUSTOM_TOWN_NUMBER_DIFFICULTY
) ? _settings_game
.game_creation
.custom_town_number
: ScaleByMapSize(_num_initial_towns
[difficulty
] + (Random() & 7));
1971 total
= min(Town::Pool::MAX_SIZE
, total
);
1972 uint32 townnameparts
;
1973 TownNames town_names
;
1975 SetGeneratingWorldProgress(GWP_TOWN
, total
);
1977 /* First attempt will be made at creating the suggested number of towns.
1978 * Note that this is really a suggested value, not a required one.
1979 * We would not like the system to lock up just because the user wanted 100 cities on a 64*64 map, would we? */
1981 bool city
= (_settings_game
.economy
.larger_towns
!= 0 && Chance16(1, _settings_game
.economy
.larger_towns
));
1982 IncreaseGeneratingWorldProgress(GWP_TOWN
);
1983 /* Get a unique name for the town. */
1984 if (!GenerateTownName(&townnameparts
, &town_names
)) continue;
1985 /* try 20 times to create a random-sized town for the first loop. */
1986 if (CreateRandomTown(20, townnameparts
, TSZ_RANDOM
, city
, layout
) != NULL
) current_number
++; // If creation was successful, raise a flag.
1991 if (current_number
!= 0) return true;
1993 /* If current_number is still zero at this point, it means that not a single town has been created.
1994 * So give it a last try, but now more aggressive */
1995 if (GenerateTownName(&townnameparts
) &&
1996 CreateRandomTown(10000, townnameparts
, TSZ_RANDOM
, _settings_game
.economy
.larger_towns
!= 0, layout
) != NULL
) {
2000 /* If there are no towns at all and we are generating new game, bail out */
2001 if (Town::GetNumItems() == 0 && _game_mode
!= GM_EDITOR
) {
2002 ShowErrorMessage(STR_ERROR_COULD_NOT_CREATE_TOWN
, INVALID_STRING_ID
, WL_CRITICAL
);
2005 return false; // we are still without a town? we failed, simply
2010 * Returns the bit corresponding to the town zone of the specified tile
2011 * @param t Town on which town zone is to be found
2012 * @param tile TileIndex where town zone needs to be found
2013 * @return the bit position of the given zone, as defined in HouseZones
2015 HouseZonesBits
GetTownRadiusGroup(const Town
*t
, TileIndex tile
)
2017 uint dist
= DistanceSquare(tile
, t
->xy
);
2019 if (t
->fund_buildings_months
&& dist
<= 25) return HZB_TOWN_CENTRE
;
2021 HouseZonesBits smallest
= HZB_TOWN_EDGE
;
2022 for (HouseZonesBits i
= HZB_BEGIN
; i
< HZB_END
; i
++) {
2023 if (dist
< t
->cache
.squared_town_zone_radius
[i
]) smallest
= i
;
2030 * Clears tile and builds a house or house part.
2031 * @param tile tile index
2032 * @param t The town to clear the house for
2033 * @param counter of construction step
2034 * @param stage of construction (used for drawing)
2035 * @param type of house. Index into house specs array
2036 * @param random_bits required for newgrf houses
2037 * @pre house can be built here
2039 static inline void ClearMakeHouseTile(TileIndex tile
, Town
*t
, byte counter
, byte stage
, HouseID type
, byte random_bits
)
2041 CommandCost cc
= DoCommand(tile
, 0, 0, DC_EXEC
| DC_AUTO
| DC_NO_WATER
, CMD_LANDSCAPE_CLEAR
);
2043 assert(cc
.Succeeded());
2045 assert(IsGroundTile(tile
));
2047 IncreaseBuildingCount(t
, type
);
2048 MakeHouseTile(tile
, t
->index
, counter
, stage
, type
, random_bits
, HouseSpec::Get(type
)->processing_time
);
2049 if (HouseSpec::Get(type
)->building_flags
& BUILDING_IS_ANIMATED
) AddAnimatedTile(tile
);
2051 MarkTileDirtyByTile(tile
);
2056 * Write house information into the map. For houses > 1 tile, all tiles are marked.
2057 * @param t tile index
2058 * @param town The town related to this house
2059 * @param counter of construction step
2060 * @param stage of construction (used for drawing)
2061 * @param type of house. Index into house specs array
2062 * @param random_bits required for newgrf houses
2063 * @pre house can be built here
2065 static void MakeTownHouse(TileIndex t
, Town
*town
, byte counter
, byte stage
, HouseID type
, byte random_bits
)
2067 BuildingFlags size
= HouseSpec::Get(type
)->building_flags
;
2069 ClearMakeHouseTile(t
, town
, counter
, stage
, type
, random_bits
);
2070 if (size
& BUILDING_2_TILES_Y
) ClearMakeHouseTile(t
+ TileDiffXY(0, 1), town
, counter
, stage
, ++type
, random_bits
);
2071 if (size
& BUILDING_2_TILES_X
) ClearMakeHouseTile(t
+ TileDiffXY(1, 0), town
, counter
, stage
, ++type
, random_bits
);
2072 if (size
& BUILDING_HAS_4_TILES
) ClearMakeHouseTile(t
+ TileDiffXY(1, 1), town
, counter
, stage
, ++type
, random_bits
);
2077 * Checks if a house can be built here. Important is slope, bridge above
2078 * and ability to clear the land.
2079 * @param tile tile to check
2080 * @param noslope are slopes (foundations) allowed?
2081 * @return true iff house can be built here
2083 static inline bool CanBuildHouseHere(TileIndex tile
, bool noslope
)
2085 /* cannot build on these slopes... */
2086 Slope slope
= GetTileSlope(tile
);
2087 if ((noslope
&& slope
!= SLOPE_FLAT
) || IsSteepSlope(slope
)) return false;
2089 /* building under a bridge? */
2090 if (HasBridgeAbove(tile
)) return false;
2092 /* can we clear the land? */
2093 return DoCommand(tile
, 0, 0, DC_AUTO
| DC_NO_WATER
, CMD_LANDSCAPE_CLEAR
).Succeeded();
2098 * Checks if a house can be built at this tile, must have the same max z as parameter.
2099 * @param tile tile to check
2100 * @param z max z of this tile so more parts of a house are at the same height (with foundation)
2101 * @param noslope are slopes (foundations) allowed?
2102 * @return true iff house can be built here
2103 * @see CanBuildHouseHere()
2105 static inline bool CheckBuildHouseSameZ(TileIndex tile
, int z
, bool noslope
)
2107 if (!CanBuildHouseHere(tile
, noslope
)) return false;
2109 /* if building on slopes is allowed, there will be flattening foundation (to tile max z) */
2110 if (GetTileMaxZ(tile
) != z
) return false;
2117 * Checks if a house of size 2x2 can be built at this tile
2118 * @param tile tile, N corner
2119 * @param z maximum tile z so all tile have the same max z
2120 * @param noslope are slopes (foundations) allowed?
2121 * @return true iff house can be built
2122 * @see CheckBuildHouseSameZ()
2124 static bool CheckFree2x2Area(TileIndex tile
, int z
, bool noslope
)
2126 /* we need to check this tile too because we can be at different tile now */
2127 if (!CheckBuildHouseSameZ(tile
, z
, noslope
)) return false;
2129 for (DiagDirection d
= DIAGDIR_SE
; d
< DIAGDIR_END
; d
++) {
2130 tile
+= TileOffsByDiagDir(d
);
2131 if (!CheckBuildHouseSameZ(tile
, z
, noslope
)) return false;
2139 * Checks if current town layout allows building here
2141 * @param tile tile to check
2142 * @return true iff town layout allows building here
2145 static inline bool TownLayoutAllowsHouseHere(Town
*t
, TileIndex tile
)
2147 /* Allow towns everywhere when we don't build roads */
2148 if (!_settings_game
.economy
.allow_town_roads
&& !_generating_world
) return true;
2150 CoordDiff grid_pos
= TileCoordDiff(t
->xy
, tile
);
2152 switch (t
->layout
) {
2154 if ((grid_pos
.x
% 3) == 0 || (grid_pos
.y
% 3) == 0) return false;
2158 if ((grid_pos
.x
% 4) == 0 || (grid_pos
.y
% 4) == 0) return false;
2170 * Checks if current town layout allows 2x2 building here
2172 * @param tile tile to check
2173 * @return true iff town layout allows 2x2 building here
2176 static inline bool TownLayoutAllows2x2HouseHere(Town
*t
, TileIndex tile
)
2178 /* Allow towns everywhere when we don't build roads */
2179 if (!_settings_game
.economy
.allow_town_roads
&& !_generating_world
) return true;
2181 /* Compute relative position of tile. (Positive offsets are towards north) */
2182 CoordDiff grid_pos
= TileCoordDiff(t
->xy
, tile
);
2184 switch (t
->layout
) {
2188 if ((grid_pos
.x
!= 2 && grid_pos
.x
!= -1) ||
2189 (grid_pos
.y
!= 2 && grid_pos
.y
!= -1)) return false;
2193 if ((grid_pos
.x
& 3) < 2 || (grid_pos
.y
& 3) < 2) return false;
2205 * Checks if 1x2 or 2x1 building is allowed here, also takes into account current town layout
2206 * Also, tests both building positions that occupy this tile
2207 * @param tile tile where the building should be built
2209 * @param maxz all tiles should have the same height
2210 * @param noslope are slopes forbidden?
2211 * @param second diagdir from first tile to second tile
2213 static bool CheckTownBuild2House(TileIndex
*tile
, Town
*t
, int maxz
, bool noslope
, DiagDirection second
)
2215 /* 'tile' is already checked in BuildTownHouse() - CanBuildHouseHere() and slope test */
2217 TileIndex tile2
= *tile
+ TileOffsByDiagDir(second
);
2218 if (TownLayoutAllowsHouseHere(t
, tile2
) && CheckBuildHouseSameZ(tile2
, maxz
, noslope
)) return true;
2220 tile2
= *tile
+ TileOffsByDiagDir(ReverseDiagDir(second
));
2221 if (TownLayoutAllowsHouseHere(t
, tile2
) && CheckBuildHouseSameZ(tile2
, maxz
, noslope
)) {
2231 * Checks if 2x2 building is allowed here, also takes into account current town layout
2232 * Also, tests all four building positions that occupy this tile
2233 * @param tile tile where the building should be built
2235 * @param maxz all tiles should have the same height
2236 * @param noslope are slopes forbidden?
2238 static bool CheckTownBuild2x2House(TileIndex
*tile
, Town
*t
, int maxz
, bool noslope
)
2240 TileIndex tile2
= *tile
;
2242 for (DiagDirection d
= DIAGDIR_SE
;; d
++) { // 'd' goes through DIAGDIR_SE, DIAGDIR_SW, DIAGDIR_NW, DIAGDIR_END
2243 if (TownLayoutAllows2x2HouseHere(t
, tile2
) && CheckFree2x2Area(tile2
, maxz
, noslope
)) {
2247 if (d
== DIAGDIR_END
) break;
2248 tile2
+= TileOffsByDiagDir(ReverseDiagDir(d
)); // go clockwise
2254 /** Get the flag to test/set for building uniqueness in a town. */
2255 static uint
GetHouseUniqueFlags (const HouseSpec
*hs
)
2257 return (hs
->building_flags
& BUILDING_IS_CHURCH
) ? (1 << TOWN_HAS_CHURCH
) :
2258 (hs
->building_flags
& BUILDING_IS_STADIUM
) ? (1 << TOWN_HAS_STADIUM
) :
2263 * Check if a town can have a new house of a given type.
2264 * @param t The town to check.
2265 * @param house The house type that we want to add.
2266 * @param STR_NULL on success, else an error message.
2268 StringID
IsNewTownHouseAllowed (const Town
*t
, HouseID house
)
2270 const HouseSpec
*hs
= HouseSpec::Get(house
);
2272 /* Don't let these counters overflow. Global counters are 32bit, there will never be that many houses. */
2273 if (hs
->class_id
!= HOUSE_NO_CLASS
) {
2274 /* id_count is always <= class_count, so it doesn't need to be checked. */
2275 if (t
->cache
.building_counts
.class_count
[hs
->class_id
] == UINT16_MAX
) {
2276 return STR_ERROR_TOO_MANY_CLASS_HOUSES
;
2279 /* If the house has no class, check id_count instead. */
2280 if (t
->cache
.building_counts
.id_count
[house
] == UINT16_MAX
) {
2281 return STR_ERROR_TOO_MANY_HOUSES
;
2285 /* Special houses that there can be only one of. */
2286 uint oneof
= GetHouseUniqueFlags (hs
);
2287 if (t
->flags
& oneof
) return STR_ERROR_ONLY_ONE_BUILDING_PER_TOWN
;
2293 * Really build a house.
2294 * @param t town to build house in
2295 * @param tile house location
2296 * @param house house type
2297 * @param random_bits random bits for the house
2299 void DoBuildHouse(Town
*t
, TileIndex tile
, HouseID house
, byte random_bits
)
2301 t
->cache
.num_houses
++;
2303 const HouseSpec
*hs
= HouseSpec::Get(house
);
2305 /* Special houses that there can be only one of. */
2306 uint oneof
= GetHouseUniqueFlags (hs
);
2307 assert ((t
->flags
& oneof
) == 0);
2310 byte construction_counter
= 0;
2311 byte construction_stage
= 0;
2313 if (_generating_world
|| _game_mode
== GM_EDITOR
) {
2314 uint32 r
= Random();
2316 construction_stage
= TOWN_HOUSE_COMPLETED
;
2317 if (Chance16(1, 7)) construction_stage
= GB(r
, 0, 2);
2319 if (construction_stage
== TOWN_HOUSE_COMPLETED
) {
2320 ChangePopulation(t
, hs
->population
);
2322 construction_counter
= GB(r
, 2, 2);
2326 MakeTownHouse(tile
, t
, construction_counter
, construction_stage
, house
, random_bits
);
2327 UpdateTownRadius(t
);
2328 UpdateTownCargoes(t
, tile
);
2332 * Tries to build a house at this tile
2333 * @param t town the house will belong to
2334 * @param tile where the house will be built
2335 * @return false iff no house can be built at this tile
2337 static bool BuildTownHouse(Town
*t
, TileIndex tile
)
2339 /* forbidden building here by town layout */
2340 if (!TownLayoutAllowsHouseHere(t
, tile
)) return false;
2342 /* no house allowed at all, bail out */
2343 if (!CanBuildHouseHere(tile
, false)) return false;
2345 Slope slope
= GetTileSlope(tile
);
2346 int maxz
= GetTileMaxZ(tile
);
2348 /* Get the town zone type of the current tile, as well as the climate.
2349 * This will allow to easily compare with the specs of the new house to build */
2350 HouseZonesBits rad
= GetTownRadiusGroup(t
, tile
);
2353 int land
= _settings_game
.game_creation
.landscape
;
2354 if (land
== LT_ARCTIC
&& maxz
> HighestSnowLine()) land
= -1;
2356 uint bitmask
= (1 << rad
) + (1 << (land
+ 12));
2358 /* bits 0-4 are used
2359 * bits 11-15 are used
2360 * bits 5-10 are not used. */
2361 HouseID houses
[NUM_HOUSES
];
2363 uint probs
[NUM_HOUSES
];
2364 uint probability_max
= 0;
2366 /* Generate a list of all possible houses that can be built. */
2367 for (uint i
= 0; i
< NUM_HOUSES
; i
++) {
2368 const HouseSpec
*hs
= HouseSpec::Get(i
);
2370 /* Verify that the candidate house spec matches the current tile status */
2371 if ((~hs
->building_availability
& bitmask
) != 0 || !hs
->enabled
|| hs
->grf_prop
.override
!= INVALID_HOUSE_ID
) continue;
2373 if (IsNewTownHouseAllowed (t
, i
) != STR_NULL
) continue;
2375 /* Without NewHouses, all houses have probability '1' */
2376 uint cur_prob
= (_loaded_newgrf_features
.has_newhouses
? hs
->probability
: 1);
2377 probability_max
+= cur_prob
;
2378 probs
[num
] = cur_prob
;
2379 houses
[num
++] = (HouseID
)i
;
2382 TileIndex baseTile
= tile
;
2384 while (probability_max
> 0) {
2385 /* Building a multitile building can change the location of tile.
2386 * The building would still be built partially on that tile, but
2387 * its northern tile would be elsewhere. However, if the callback
2388 * fails we would be basing further work from the changed tile.
2389 * So a next 1x1 tile building could be built on the wrong tile. */
2392 uint r
= RandomRange(probability_max
);
2394 for (i
= 0; i
< num
; i
++) {
2395 if (probs
[i
] > r
) break;
2399 HouseID house
= houses
[i
];
2400 probability_max
-= probs
[i
];
2402 /* remove tested house from the set */
2404 houses
[i
] = houses
[num
];
2405 probs
[i
] = probs
[num
];
2407 const HouseSpec
*hs
= HouseSpec::Get(house
);
2409 if (_loaded_newgrf_features
.has_newhouses
&& !_generating_world
&&
2410 _game_mode
!= GM_EDITOR
&& (hs
->extra_flags
& BUILDING_IS_HISTORICAL
) != 0) {
2414 if (_cur_year
< hs
->min_year
|| _cur_year
> hs
->max_year
) continue;
2416 /* Make sure there is no slope? */
2417 bool noslope
= (hs
->building_flags
& TILE_NOT_SLOPED
) != 0;
2418 if (noslope
&& slope
!= SLOPE_FLAT
) continue;
2420 if (hs
->building_flags
& TILE_SIZE_2x2
) {
2421 if (!CheckTownBuild2x2House(&tile
, t
, maxz
, noslope
)) continue;
2422 } else if (hs
->building_flags
& TILE_SIZE_2x1
) {
2423 if (!CheckTownBuild2House(&tile
, t
, maxz
, noslope
, DIAGDIR_SW
)) continue;
2424 } else if (hs
->building_flags
& TILE_SIZE_1x2
) {
2425 if (!CheckTownBuild2House(&tile
, t
, maxz
, noslope
, DIAGDIR_SE
)) continue;
2427 /* 1x1 house checks are already done */
2430 byte random_bits
= Random();
2432 if (HasBit(hs
->callback_mask
, CBM_HOUSE_ALLOW_CONSTRUCTION
)) {
2433 uint16 callback_res
= GetHouseCallback(CBID_HOUSE_ALLOW_CONSTRUCTION
, 0, 0, house
, t
, tile
, true, random_bits
);
2434 if (callback_res
!= CALLBACK_FAILED
&& !Convert8bitBooleanCallback(hs
->grf_prop
.grffile
, CBID_HOUSE_ALLOW_CONSTRUCTION
, callback_res
)) continue;
2437 DoBuildHouse(t
, tile
, house
, random_bits
);
2445 * Update data structures when a house is removed
2446 * @param tile Tile of the house
2447 * @param t Town owning the house
2448 * @param house House type
2450 static void DoClearTownHouseHelper(TileIndex tile
, Town
*t
, HouseID house
)
2452 assert(IsHouseTile(tile
));
2453 DecreaseBuildingCount(t
, house
);
2454 DoClearSquare(tile
);
2455 DeleteAnimatedTile(tile
);
2457 DeleteNewGRFInspectWindow(GSF_HOUSES
, tile
);
2461 * Determines if a given HouseID is part of a multitile house.
2462 * The given ID is set to the ID of the north tile and the TileDiff to the north tile is returned.
2464 * @param house Is changed to the HouseID of the north tile of the same house
2465 * @return TileDiff from the tile of the given HouseID to the north tile
2467 TileIndexDiff
GetHouseNorthPart(HouseID
&house
)
2469 if (house
>= 3) { // house id 0,1,2 MUST be single tile houses, or this code breaks.
2470 if (HouseSpec::Get(house
- 1)->building_flags
& TILE_SIZE_2x1
) {
2472 return TileDiffXY(-1, 0);
2473 } else if (HouseSpec::Get(house
- 1)->building_flags
& BUILDING_2_TILES_Y
) {
2475 return TileDiffXY(0, -1);
2476 } else if (HouseSpec::Get(house
- 2)->building_flags
& BUILDING_HAS_4_TILES
) {
2478 return TileDiffXY(-1, 0);
2479 } else if (HouseSpec::Get(house
- 3)->building_flags
& BUILDING_HAS_4_TILES
) {
2481 return TileDiffXY(-1, -1);
2487 void ClearTownHouse(Town
*t
, TileIndex tile
)
2489 assert(IsHouseTile(tile
));
2491 HouseID house
= GetHouseType(tile
);
2493 /* need to align the tile to point to the upper left corner of the house */
2494 tile
+= GetHouseNorthPart(house
); // modifies house to the ID of the north tile
2496 const HouseSpec
*hs
= HouseSpec::Get(house
);
2498 /* Remove population from the town if the house is finished. */
2499 if (IsHouseCompleted(tile
)) {
2500 ChangePopulation(t
, -hs
->population
);
2503 t
->cache
.num_houses
--;
2505 /* Clear flags for houses that only may exist once/town. */
2506 if (hs
->building_flags
& BUILDING_IS_CHURCH
) {
2507 ClrBit(t
->flags
, TOWN_HAS_CHURCH
);
2508 } else if (hs
->building_flags
& BUILDING_IS_STADIUM
) {
2509 ClrBit(t
->flags
, TOWN_HAS_STADIUM
);
2512 /* Do the actual clearing of tiles */
2513 uint eflags
= hs
->building_flags
;
2514 DoClearTownHouseHelper(tile
, t
, house
);
2515 if (eflags
& BUILDING_2_TILES_Y
) DoClearTownHouseHelper(tile
+ TileDiffXY(0, 1), t
, ++house
);
2516 if (eflags
& BUILDING_2_TILES_X
) DoClearTownHouseHelper(tile
+ TileDiffXY(1, 0), t
, ++house
);
2517 if (eflags
& BUILDING_HAS_4_TILES
) DoClearTownHouseHelper(tile
+ TileDiffXY(1, 1), t
, ++house
);
2519 UpdateTownRadius(t
);
2521 /* Update cargo acceptance. */
2522 UpdateTownCargoes(t
, tile
);
2526 * Rename a town (server-only).
2527 * @param tile unused
2528 * @param flags type of operation
2529 * @param p1 town ID to rename
2531 * @param text the new name or an empty string when resetting to the default
2532 * @return the cost of this operation or an error
2534 CommandCost
CmdRenameTown(TileIndex tile
, DoCommandFlag flags
, uint32 p1
, uint32 p2
, const char *text
)
2536 Town
*t
= Town::GetIfValid(p1
);
2537 if (t
== NULL
) return CMD_ERROR
;
2539 bool reset
= StrEmpty(text
);
2542 if (Utf8StringLength(text
) >= MAX_LENGTH_TOWN_NAME_CHARS
) return CMD_ERROR
;
2543 if (!IsUniqueTownName(text
)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE
);
2546 if (flags
& DC_EXEC
) {
2548 t
->name
= reset
? NULL
: xstrdup(text
);
2550 t
->UpdateVirtCoord();
2551 InvalidateWindowData(WC_TOWN_DIRECTORY
, 0, 1);
2552 SetWindowDirty(WC_SELECT_TOWN
, 0);
2553 UpdateAllStationVirtCoords();
2555 return CommandCost();
2559 * Determines the first cargo with a certain town effect
2560 * @param effect Town effect of interest
2561 * @return first active cargo slot with that effect
2563 const CargoSpec
*FindFirstCargoWithTownEffect(TownEffect effect
)
2565 const CargoSpec
*cs
;
2566 FOR_ALL_CARGOSPECS(cs
) {
2567 if (cs
->town_effect
== effect
) return cs
;
2572 static void UpdateTownGrowRate(Town
*t
);
2575 * Change the cargo goal of a town.
2576 * @param tile Unused.
2577 * @param flags Type of operation.
2578 * @param p1 various bitstuffed elements
2579 * - p1 = (bit 0 - 15) - Town ID to cargo game of.
2580 * - p1 = (bit 16 - 23) - TownEffect to change the game of.
2581 * @param p2 The new goal value.
2582 * @param text Unused.
2583 * @return Empty cost or an error.
2585 CommandCost
CmdTownCargoGoal(TileIndex tile
, DoCommandFlag flags
, uint32 p1
, uint32 p2
, const char *text
)
2587 if (_current_company
!= OWNER_DEITY
) return CMD_ERROR
;
2589 TownEffect te
= (TownEffect
)GB(p1
, 16, 8);
2590 if (te
< TE_BEGIN
|| te
>= TE_END
) return CMD_ERROR
;
2592 uint16 index
= GB(p1
, 0, 16);
2593 Town
*t
= Town::GetIfValid(index
);
2594 if (t
== NULL
) return CMD_ERROR
;
2596 /* Validate if there is a cargo which is the requested TownEffect */
2597 const CargoSpec
*cargo
= FindFirstCargoWithTownEffect(te
);
2598 if (cargo
== NULL
) return CMD_ERROR
;
2600 if (flags
& DC_EXEC
) {
2602 UpdateTownGrowRate(t
);
2603 InvalidateWindowData(WC_TOWN_VIEW
, index
);
2606 return CommandCost();
2610 * Set a custom text in the Town window.
2611 * @param tile Unused.
2612 * @param flags Type of operation.
2613 * @param p1 Town ID to change the text of.
2615 * @param text The new text (empty to remove the text).
2616 * @return Empty cost or an error.
2618 CommandCost
CmdTownSetText(TileIndex tile
, DoCommandFlag flags
, uint32 p1
, uint32 p2
, const char *text
)
2620 if (_current_company
!= OWNER_DEITY
) return CMD_ERROR
;
2621 Town
*t
= Town::GetIfValid(p1
);
2622 if (t
== NULL
) return CMD_ERROR
;
2624 if (flags
& DC_EXEC
) {
2626 t
->text
= StrEmpty(text
) ? NULL
: xstrdup(text
);
2627 InvalidateWindowData(WC_TOWN_VIEW
, p1
);
2630 return CommandCost();
2634 * Change the growth rate of the town.
2635 * @param tile Unused.
2636 * @param flags Type of operation.
2637 * @param p1 Town ID to cargo game of.
2638 * @param p2 Amount of days between growth, or TOWN_GROW_RATE_CUSTOM_NONE, or 0 to reset custom growth rate.
2639 * @param text Unused.
2640 * @return Empty cost or an error.
2642 CommandCost
CmdTownGrowthRate(TileIndex tile
, DoCommandFlag flags
, uint32 p1
, uint32 p2
, const char *text
)
2644 if (_current_company
!= OWNER_DEITY
) return CMD_ERROR
;
2645 if ((p2
& TOWN_GROW_RATE_CUSTOM
) != 0 && p2
!= TOWN_GROW_RATE_CUSTOM_NONE
) return CMD_ERROR
;
2646 if (GB(p2
, 16, 16) != 0) return CMD_ERROR
;
2648 Town
*t
= Town::GetIfValid(p1
);
2649 if (t
== NULL
) return CMD_ERROR
;
2651 if (flags
& DC_EXEC
) {
2653 /* Clear TOWN_GROW_RATE_CUSTOM, UpdateTownGrowRate will determine a proper value */
2656 uint old_rate
= t
->growth_rate
& ~TOWN_GROW_RATE_CUSTOM
;
2657 if (t
->grow_counter
>= old_rate
) {
2658 /* This also catches old_rate == 0 */
2659 t
->grow_counter
= p2
;
2661 /* Scale grow_counter, so half finished houses stay half finished */
2662 t
->grow_counter
= t
->grow_counter
* p2
/ old_rate
;
2664 t
->growth_rate
= p2
| TOWN_GROW_RATE_CUSTOM
;
2666 UpdateTownGrowRate(t
);
2667 InvalidateWindowData(WC_TOWN_VIEW
, p1
);
2670 return CommandCost();
2674 * Expand a town (scenario editor only).
2675 * @param tile Unused.
2676 * @param flags Type of operation.
2677 * @param p1 Town ID to expand.
2678 * @param p2 Amount to grow, or 0 to grow a random size up to the current amount of houses.
2679 * @param text Unused.
2680 * @return Empty cost or an error.
2682 CommandCost
CmdExpandTown(TileIndex tile
, DoCommandFlag flags
, uint32 p1
, uint32 p2
, const char *text
)
2684 if (_game_mode
!= GM_EDITOR
&& _current_company
!= OWNER_DEITY
) return CMD_ERROR
;
2685 Town
*t
= Town::GetIfValid(p1
);
2686 if (t
== NULL
) return CMD_ERROR
;
2688 if (flags
& DC_EXEC
) {
2689 /* The more houses, the faster we grow */
2691 uint amount
= RandomRange(ClampToU16(t
->cache
.num_houses
/ 10)) + 3;
2692 t
->cache
.num_houses
+= amount
;
2693 UpdateTownRadius(t
);
2695 uint n
= amount
* 10;
2696 do GrowTown(t
); while (--n
);
2698 t
->cache
.num_houses
-= amount
;
2700 for (; p2
> 0; p2
--) {
2701 /* Try several times to grow, as we are really suppose to grow */
2702 for (uint i
= 0; i
< 25; i
++) if (GrowTown(t
)) break;
2705 UpdateTownRadius(t
);
2707 UpdateTownMaxPass(t
);
2710 return CommandCost();
2714 * Delete a town (scenario editor or worldgen only).
2715 * @param tile Unused.
2716 * @param flags Type of operation.
2717 * @param p1 Town ID to delete.
2719 * @param text Unused.
2720 * @return Empty cost or an error.
2722 CommandCost
CmdDeleteTown(TileIndex tile
, DoCommandFlag flags
, uint32 p1
, uint32 p2
, const char *text
)
2724 if (_game_mode
!= GM_EDITOR
&& !_generating_world
) return CMD_ERROR
;
2725 Town
*t
= Town::GetIfValid(p1
);
2726 if (t
== NULL
) return CMD_ERROR
;
2728 /* Stations refer to towns. */
2730 FOR_ALL_STATIONS(st
) {
2731 if (st
->town
== t
) {
2732 /* Non-oil rig stations are always a problem. */
2733 if (!(st
->facilities
& FACIL_AIRPORT
) || st
->airport
.type
!= AT_OILRIG
) return CMD_ERROR
;
2734 /* We can only automatically delete oil rigs *if* there's no vehicle on them. */
2735 CommandCost ret
= DoCommand(st
->airport
.tile
, 0, 0, flags
, CMD_LANDSCAPE_CLEAR
);
2736 if (ret
.Failed()) return ret
;
2740 /* Depots refer to towns. */
2743 if (d
->town
== t
) return CMD_ERROR
;
2746 /* Check all tiles for town ownership. */
2747 for (TileIndex tile
= 0; tile
< MapSize(); ++tile
) {
2748 bool try_clear
= false;
2749 if (IsHouseTile(tile
)) {
2750 try_clear
= GetTownIndex(tile
) == t
->index
;
2751 } else if (IsIndustryTile(tile
)) {
2752 try_clear
= Industry::GetByTile(tile
)->town
== t
;
2754 switch (GetTileType(tile
)) {
2756 if (IsTunnelTile(tile
)) {
2757 try_clear
= IsTileOwner(tile
, OWNER_TOWN
) && ClosestTownFromTile(tile
) == t
;
2760 if (!IsLevelCrossingTile(tile
)) break;
2763 try_clear
= HasTownOwnedRoad(tile
) && GetTownIndex(tile
) == t
->index
;
2767 if (Town::GetNumItems() == 1) {
2768 /* No towns will be left, remove it! */
2771 Object
*o
= Object::GetByTile(tile
);
2773 if (o
->type
== OBJECT_STATUE
) {
2774 /* Statue... always remove. */
2777 /* Tell to find a new town. */
2778 if (flags
& DC_EXEC
) o
->town
= NULL
;
2789 CommandCost ret
= DoCommand(tile
, 0, 0, flags
, CMD_LANDSCAPE_CLEAR
);
2790 if (ret
.Failed()) return ret
;
2794 /* The town destructor will delete the other things related to the town. */
2795 if (flags
& DC_EXEC
) delete t
;
2797 return CommandCost();
2801 * Factor in the cost of each town action.
2804 const byte _town_action_costs
[TACT_COUNT
] = {
2805 2, 4, 9, 35, 48, 53, 117, 175
2808 static CommandCost
TownActionAdvertiseSmall(Town
*t
, DoCommandFlag flags
)
2810 if (flags
& DC_EXEC
) {
2811 ModifyStationRatingAround(t
->xy
, _current_company
, 0x40, 10);
2813 return CommandCost();
2816 static CommandCost
TownActionAdvertiseMedium(Town
*t
, DoCommandFlag flags
)
2818 if (flags
& DC_EXEC
) {
2819 ModifyStationRatingAround(t
->xy
, _current_company
, 0x70, 15);
2821 return CommandCost();
2824 static CommandCost
TownActionAdvertiseLarge(Town
*t
, DoCommandFlag flags
)
2826 if (flags
& DC_EXEC
) {
2827 ModifyStationRatingAround(t
->xy
, _current_company
, 0xA0, 20);
2829 return CommandCost();
2832 static CommandCost
TownActionRoadRebuild(Town
*t
, DoCommandFlag flags
)
2834 /* Check if the company is allowed to fund new roads. */
2835 if (!_settings_game
.economy
.fund_roads
) return CMD_ERROR
;
2837 if (flags
& DC_EXEC
) {
2838 t
->road_build_months
= 6;
2840 AddNewsItem
<RoadRebuildNewsItem
> (t
->index
, _current_company
);
2841 AI::BroadcastNewEvent(new ScriptEventRoadReconstruction((ScriptCompany::CompanyID
)(Owner
)_current_company
, t
->index
));
2842 Game::NewEvent(new ScriptEventRoadReconstruction((ScriptCompany::CompanyID
)(Owner
)_current_company
, t
->index
));
2844 return CommandCost();
2848 * Check whether the land can be cleared.
2849 * @param tile Tile to check.
2850 * @return The tile can be cleared.
2852 static bool TryClearTile(TileIndex tile
)
2854 Backup
<CompanyByte
> cur_company(_current_company
, OWNER_NONE
, FILE_LINE
);
2855 CommandCost r
= DoCommand(tile
, 0, 0, DC_NONE
, CMD_LANDSCAPE_CLEAR
);
2856 cur_company
.Restore();
2857 return r
.Succeeded();
2861 * Perform a 9x9 tiles circular search from the center of the town
2862 * in order to find a free tile to place a statue
2863 * @param t town to search in
2864 * @param flags Used to check if the statue must be built or not.
2865 * @return Empty cost or an error.
2867 static CommandCost
TownActionBuildStatue(Town
*t
, DoCommandFlag flags
)
2869 static const uint STATUE_NUMBER_INNER_TILES
= 25; // Number of tiles in the center of the city where we try to protect houses.
2871 if (!Object::CanAllocateItem()) return_cmd_error(STR_ERROR_TOO_MANY_OBJECTS
);
2873 TileIndex statue_tile
= INVALID_TILE
;
2874 uint tile_count
= 0;
2875 CircularTileIterator
iter (t
->xy
, 9);
2876 for (TileIndex tile
= iter
; tile
!= INVALID_TILE
; tile
= ++iter
) {
2879 /* Statues can be build on slopes, just like houses. Only the steep slopes is a no go. */
2880 if (IsSteepSlope(GetTileSlope(tile
))) continue;
2881 /* Don't build statues under bridges. */
2882 if (HasBridgeAbove(tile
)) continue;
2884 /* A clear-able open space is always preferred. */
2885 if (IsGroundTile(tile
) && TryClearTile(tile
)) {
2890 bool house
= IsHouseTile(tile
);
2892 if (tile_count
<= STATUE_NUMBER_INNER_TILES
) {
2893 /* Searching inside the inner circle; store first house. */
2894 if (house
&& statue_tile
== INVALID_TILE
&& TryClearTile(tile
)) {
2898 /* If we have reached the end of the inner circle, and have a saved house, terminate the search. */
2899 if (tile_count
== STATUE_NUMBER_INNER_TILES
&& statue_tile
!= INVALID_TILE
) break;
2901 /* Searching outside the circle, just pick the first possible spot. */
2902 if (house
&& TryClearTile(tile
)) {
2908 if (statue_tile
== INVALID_TILE
) return_cmd_error(STR_ERROR_STATUE_NO_SUITABLE_PLACE
);
2910 if (flags
& DC_EXEC
) {
2911 Backup
<CompanyByte
> cur_company(_current_company
, OWNER_NONE
, FILE_LINE
);
2912 DoCommand(statue_tile
, 0, 0, DC_EXEC
, CMD_LANDSCAPE_CLEAR
);
2913 cur_company
.Restore();
2914 BuildObject(OBJECT_STATUE
, statue_tile
, _current_company
, t
);
2915 SetBit(t
->statues
, _current_company
); // Once found and built, "inform" the Town.
2916 MarkTileDirtyByTile(statue_tile
);
2918 return CommandCost();
2921 static CommandCost
TownActionFundBuildings(Town
*t
, DoCommandFlag flags
)
2923 /* Check if it's allowed to buy the rights */
2924 if (!_settings_game
.economy
.fund_buildings
) return CMD_ERROR
;
2926 if (flags
& DC_EXEC
) {
2927 /* Build next tick */
2928 t
->grow_counter
= 1;
2929 /* And grow for 3 months */
2930 t
->fund_buildings_months
= 3;
2932 /* Enable growth (also checking GameScript's opinion) */
2933 UpdateTownGrowRate(t
);
2935 SetWindowDirty(WC_TOWN_VIEW
, t
->index
);
2937 return CommandCost();
2940 static CommandCost
TownActionBuyRights(Town
*t
, DoCommandFlag flags
)
2942 /* Check if it's allowed to buy the rights */
2943 if (!_settings_game
.economy
.exclusive_rights
) return CMD_ERROR
;
2945 if (flags
& DC_EXEC
) {
2946 t
->exclusive_counter
= 12;
2947 t
->exclusivity
= _current_company
;
2949 ModifyStationRatingAround(t
->xy
, _current_company
, 130, 17);
2951 SetWindowClassesDirty(WC_STATION_VIEW
);
2953 /* Spawn news message */
2954 AddNewsItem
<ExclusiveRightsNewsItem
> (t
->index
, Company::Get(_current_company
));
2955 AI::BroadcastNewEvent(new ScriptEventExclusiveTransportRights((ScriptCompany::CompanyID
)(Owner
)_current_company
, t
->index
));
2956 Game::NewEvent(new ScriptEventExclusiveTransportRights((ScriptCompany::CompanyID
)(Owner
)_current_company
, t
->index
));
2958 return CommandCost();
2961 static CommandCost
TownActionBribe(Town
*t
, DoCommandFlag flags
)
2963 if (flags
& DC_EXEC
) {
2964 if (Chance16(1, 14)) {
2965 /* set as unwanted for 6 months */
2966 t
->unwanted
[_current_company
] = 6;
2968 /* set all close by station ratings to 0 */
2970 FOR_ALL_STATIONS(st
) {
2971 if (st
->town
== t
&& st
->owner
== _current_company
) {
2972 for (CargoID i
= 0; i
< NUM_CARGO
; i
++) st
->goods
[i
].rating
= 0;
2976 /* only show error message to the executing player. All errors are handled command.c
2977 * but this is special, because it can only 'fail' on a DC_EXEC */
2978 if (IsLocalCompany()) ShowErrorMessage(STR_ERROR_BRIBE_FAILED
, INVALID_STRING_ID
, WL_INFO
);
2980 /* decrease by a lot!
2981 * ChangeTownRating is only for stuff in demolishing. Bribe failure should
2982 * be independent of any cheat settings
2984 if (t
->ratings
[_current_company
] > RATING_BRIBE_DOWN_TO
) {
2985 t
->ratings
[_current_company
] = RATING_BRIBE_DOWN_TO
;
2986 SetWindowDirty(WC_TOWN_AUTHORITY
, t
->index
);
2989 ChangeTownRating(t
, RATING_BRIBE_UP_STEP
, RATING_BRIBE_MAXIMUM
, DC_EXEC
);
2992 return CommandCost();
2995 typedef CommandCost
TownActionProc(Town
*t
, DoCommandFlag flags
);
2996 static TownActionProc
* const _town_action_proc
[] = {
2997 TownActionAdvertiseSmall
,
2998 TownActionAdvertiseMedium
,
2999 TownActionAdvertiseLarge
,
3000 TownActionRoadRebuild
,
3001 TownActionBuildStatue
,
3002 TownActionFundBuildings
,
3003 TownActionBuyRights
,
3008 * Get a list of available actions to do at a town.
3009 * @param nump if not NULL add put the number of available actions in it
3010 * @param cid the company that is querying the town
3011 * @param t the town that is queried
3012 * @return bitmasked value of enabled actions
3014 uint
GetMaskOfTownActions(int *nump
, CompanyID cid
, const Town
*t
)
3017 TownActions buttons
= TACT_NONE
;
3019 /* Spectators and unwanted have no options */
3020 if (cid
!= COMPANY_SPECTATOR
&& !(_settings_game
.economy
.bribe
&& t
->unwanted
[cid
])) {
3022 /* Things worth more than this are not shown */
3023 Money avail
= Company::Get(cid
)->money
+ _price
[PR_STATION_VALUE
] * 200;
3025 /* Check the action bits for validity and
3026 * if they are valid add them */
3027 for (uint i
= 0; i
!= lengthof(_town_action_costs
); i
++) {
3028 const TownActions cur
= (TownActions
)(1 << i
);
3030 /* Is the company not able to bribe ? */
3031 if (cur
== TACT_BRIBE
&& (!_settings_game
.economy
.bribe
|| t
->ratings
[cid
] >= RATING_BRIBE_MAXIMUM
)) continue;
3033 /* Is the company not able to buy exclusive rights ? */
3034 if (cur
== TACT_BUY_RIGHTS
&& !_settings_game
.economy
.exclusive_rights
) continue;
3036 /* Is the company not able to fund buildings ? */
3037 if (cur
== TACT_FUND_BUILDINGS
&& !_settings_game
.economy
.fund_buildings
) continue;
3039 /* Is the company not able to fund local road reconstruction? */
3040 if (cur
== TACT_ROAD_REBUILD
&& !_settings_game
.economy
.fund_roads
) continue;
3042 /* Is the company not able to build a statue ? */
3043 if (cur
== TACT_BUILD_STATUE
&& HasBit(t
->statues
, cid
)) continue;
3045 if (avail
>= _town_action_costs
[i
] * _price
[PR_TOWN_ACTION
] >> 8) {
3052 if (nump
!= NULL
) *nump
= num
;
3058 * This performs an action such as advertising, building a statue, funding buildings,
3059 * but also bribing the town-council
3060 * @param tile unused
3061 * @param flags type of operation
3062 * @param p1 town to do the action at
3063 * @param p2 action to perform, @see _town_action_proc for the list of available actions
3064 * @param text unused
3065 * @return the cost of this operation or an error
3067 CommandCost
CmdDoTownAction(TileIndex tile
, DoCommandFlag flags
, uint32 p1
, uint32 p2
, const char *text
)
3069 Town
*t
= Town::GetIfValid(p1
);
3070 if (t
== NULL
|| p2
>= lengthof(_town_action_proc
)) return CMD_ERROR
;
3072 if (!HasBit(GetMaskOfTownActions(NULL
, _current_company
, t
), p2
)) return CMD_ERROR
;
3074 CommandCost
cost(EXPENSES_OTHER
, _price
[PR_TOWN_ACTION
] * _town_action_costs
[p2
] >> 8);
3076 CommandCost ret
= _town_action_proc
[p2
](t
, flags
);
3077 if (ret
.Failed()) return ret
;
3079 if (flags
& DC_EXEC
) {
3080 SetWindowDirty(WC_TOWN_AUTHORITY
, p1
);
3086 static void UpdateTownRating(Town
*t
)
3088 /* Increase company ratings if they're low */
3090 FOR_ALL_COMPANIES(c
) {
3091 if (t
->ratings
[c
->index
] < RATING_GROWTH_MAXIMUM
) {
3092 t
->ratings
[c
->index
] = min((int)RATING_GROWTH_MAXIMUM
, t
->ratings
[c
->index
] + RATING_GROWTH_UP_STEP
);
3097 FOR_ALL_STATIONS(st
) {
3098 if (DistanceSquare(st
->xy
, t
->xy
) <= t
->cache
.squared_town_zone_radius
[0]) {
3099 if (st
->time_since_load
<= 20 || st
->time_since_unload
<= 20) {
3100 if (Company::IsValidID(st
->owner
)) {
3101 int new_rating
= t
->ratings
[st
->owner
] + RATING_STATION_UP_STEP
;
3102 t
->ratings
[st
->owner
] = min(new_rating
, INT16_MAX
); // do not let it overflow
3105 if (Company::IsValidID(st
->owner
)) {
3106 int new_rating
= t
->ratings
[st
->owner
] + RATING_STATION_DOWN_STEP
;
3107 t
->ratings
[st
->owner
] = max(new_rating
, INT16_MIN
);
3113 /* clamp all ratings to valid values */
3114 for (uint i
= 0; i
< MAX_COMPANIES
; i
++) {
3115 t
->ratings
[i
] = Clamp(t
->ratings
[i
], RATING_MINIMUM
, RATING_MAXIMUM
);
3118 SetWindowDirty(WC_TOWN_AUTHORITY
, t
->index
);
3121 static void UpdateTownGrowRate(Town
*t
)
3123 ClrBit(t
->flags
, TOWN_IS_GROWING
);
3124 SetWindowDirty(WC_TOWN_VIEW
, t
->index
);
3126 if (_settings_game
.economy
.town_growth_rate
== 0 && t
->fund_buildings_months
== 0) return;
3128 if (t
->fund_buildings_months
== 0) {
3129 /* Check if all goals are reached for this town to grow (given we are not funding it) */
3130 for (int i
= TE_BEGIN
; i
< TE_END
; i
++) {
3131 switch (t
->goal
[i
]) {
3132 case TOWN_GROWTH_WINTER
:
3133 if (TileHeight(t
->xy
) >= GetSnowLine() && t
->received
[i
].old_act
== 0 && t
->cache
.population
> 90) return;
3135 case TOWN_GROWTH_DESERT
:
3136 if (GetTropicZone(t
->xy
) == TROPICZONE_DESERT
&& t
->received
[i
].old_act
== 0 && t
->cache
.population
> 60) return;
3139 if (t
->goal
[i
] > t
->received
[i
].old_act
) return;
3145 if ((t
->growth_rate
& TOWN_GROW_RATE_CUSTOM
) != 0) {
3146 if (t
->growth_rate
!= TOWN_GROW_RATE_CUSTOM_NONE
) SetBit(t
->flags
, TOWN_IS_GROWING
);
3147 SetWindowDirty(WC_TOWN_VIEW
, t
->index
);
3152 * Towns are processed every TOWN_GROWTH_TICKS ticks, and this is the
3153 * number of times towns are processed before a new building is built.
3155 static const uint16 _grow_count_values
[2][6] = {
3156 { 120, 120, 120, 100, 80, 60 }, // Fund new buildings has been activated
3157 { 320, 420, 300, 220, 160, 100 } // Normal values
3163 FOR_ALL_STATIONS(st
) {
3164 if (DistanceSquare(st
->xy
, t
->xy
) <= t
->cache
.squared_town_zone_radius
[0]) {
3165 if (st
->time_since_load
<= 20 || st
->time_since_unload
<= 20) {
3173 if (t
->fund_buildings_months
!= 0) {
3174 m
= _grow_count_values
[0][min(n
, 5)];
3176 m
= _grow_count_values
[1][min(n
, 5)];
3177 if (n
== 0 && !Chance16(1, 12)) return;
3180 /* Use the normal growth rate values if new buildings have been funded in
3181 * this town and the growth rate is set to none. */
3182 uint growth_multiplier
= _settings_game
.economy
.town_growth_rate
!= 0 ? _settings_game
.economy
.town_growth_rate
- 1 : 1;
3184 m
>>= growth_multiplier
;
3185 if (t
->larger_town
) m
/= 2;
3187 t
->growth_rate
= m
/ (t
->cache
.num_houses
/ 50 + 1);
3188 t
->grow_counter
= min(t
->growth_rate
, t
->grow_counter
);
3190 SetBit(t
->flags
, TOWN_IS_GROWING
);
3191 SetWindowDirty(WC_TOWN_VIEW
, t
->index
);
3194 static void UpdateTownAmounts(Town
*t
)
3196 for (CargoID i
= 0; i
< NUM_CARGO
; i
++) t
->supplied
[i
].NewMonth();
3197 for (int i
= TE_BEGIN
; i
< TE_END
; i
++) t
->received
[i
].NewMonth();
3198 if (t
->fund_buildings_months
!= 0) t
->fund_buildings_months
--;
3200 SetWindowDirty(WC_TOWN_VIEW
, t
->index
);
3203 static void UpdateTownUnwanted(Town
*t
)
3207 FOR_ALL_COMPANIES(c
) {
3208 if (t
->unwanted
[c
->index
] > 0) t
->unwanted
[c
->index
]--;
3213 * Checks whether the local authority allows construction of a new station (rail, road, airport, dock) on the given tile
3214 * @param tile The tile where the station shall be constructed.
3215 * @param flags Command flags. DC_NO_TEST_TOWN_RATING is tested.
3216 * @return Succeeded or failed command.
3218 CommandCost
CheckIfAuthorityAllowsNewStation(TileIndex tile
, DoCommandFlag flags
)
3220 if (!Company::IsValidID(_current_company
) || (flags
& DC_NO_TEST_TOWN_RATING
)) return CommandCost();
3222 Town
*t
= LocalAuthorityTownFromTile(tile
);
3223 if (t
== NULL
) return CommandCost();
3225 if (t
->ratings
[_current_company
] > RATING_VERYPOOR
) return CommandCost();
3227 SetDParam(0, t
->index
);
3228 return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS
);
3232 * Return the town closest to the given tile.
3233 * @param tile Starting point of the search.
3234 * @return Closest town to \a tile, or \c NULL if there are no towns.
3236 * @note This function only uses distance, the #ClosestTownFromTile function also takes town ownership into account.
3238 Town
*CalcClosestTownFromTile(TileIndex tile
)
3241 uint best
= UINT_MAX
;
3242 Town
*best_town
= NULL
;
3245 uint dist
= DistanceManhattan(tile
, t
->xy
);
3256 * Return the town closest (in distance or ownership) to a given tile, within a given threshold.
3257 * @param tile Starting point of the search.
3258 * @param threshold Biggest allowed distance to the town.
3259 * @return Closest town to \a tile within \a threshold, or \c NULL if there is no such town.
3261 * @note If you only care about distance, you can use the #CalcClosestTownFromTile function.
3263 Town
*ClosestTownFromTile(TileIndex tile
, uint threshold
)
3265 if (IsHouseTile(tile
)) {
3266 return Town::GetByTile(tile
);
3267 } else if (IsRoadTile(tile
) || IsLevelCrossingTile(tile
)) {
3268 if (HasTownOwnedRoad(tile
)) return Town::GetByTile(tile
);
3270 TownID tid
= GetTownIndex(tile
);
3272 if (tid
== (TownID
)INVALID_TOWN
) {
3273 /* in the case we are generating "many random towns", this value may be INVALID_TOWN */
3274 if (_generating_world
) return threshold
== UINT_MAX
? CalcClosestTownFromTile(tile
) : Town::find_closest
<DistanceManhattan
> (tile
, threshold
- 1);
3275 assert(Town::GetNumItems() == 0);
3279 assert(Town::IsValidID(tid
));
3280 Town
*town
= Town::Get(tid
);
3282 if (DistanceManhattan(tile
, town
->xy
) >= threshold
) town
= NULL
;
3287 return threshold
== UINT_MAX
? CalcClosestTownFromTile(tile
) : Town::find_closest
<DistanceManhattan
> (tile
, threshold
- 1);
3290 static bool _town_rating_test
= false; ///< If \c true, town rating is in test-mode.
3291 static SmallMap
<const Town
*, int, 4> _town_test_ratings
; ///< Map of towns to modified ratings, while in town rating test-mode.
3294 * Switch the town rating to test-mode, to allow commands to be tested without affecting current ratings.
3295 * The function is safe to use in nested calls.
3296 * @param mode Test mode switch (\c true means go to test-mode, \c false means leave test-mode).
3298 void SetTownRatingTestMode(bool mode
)
3300 static int ref_count
= 0; // Number of times test-mode is switched on.
3302 if (ref_count
== 0) {
3303 _town_test_ratings
.Clear();
3307 assert(ref_count
> 0);
3310 _town_rating_test
= !(ref_count
== 0);
3314 * Get the rating of a town for the #_current_company.
3315 * @param t Town to get the rating from.
3316 * @return Rating of the current company in the given town.
3318 static int GetRating(const Town
*t
)
3320 if (_town_rating_test
) {
3321 SmallMap
<const Town
*, int>::iterator it
= _town_test_ratings
.Find(t
);
3322 if (it
!= _town_test_ratings
.End()) {
3326 return t
->ratings
[_current_company
];
3330 * Changes town rating of the current company
3331 * @param t Town to affect
3332 * @param add Value to add
3333 * @param max Minimum (add < 0) resp. maximum (add > 0) rating that should be achievable with this change.
3334 * @param flags Command flags, especially DC_NO_MODIFY_TOWN_RATING is tested
3336 void ChangeTownRating(Town
*t
, int add
, int max
, DoCommandFlag flags
)
3338 /* if magic_bulldozer cheat is active, town doesn't penalize for removing stuff */
3339 if (t
== NULL
|| (flags
& DC_NO_MODIFY_TOWN_RATING
) ||
3340 !Company::IsValidID(_current_company
) ||
3341 (_cheats
.magic_bulldozer
.value
&& add
< 0)) {
3345 int rating
= GetRating(t
);
3349 if (rating
< max
) rating
= max
;
3354 if (rating
> max
) rating
= max
;
3357 if (_town_rating_test
) {
3358 _town_test_ratings
[t
] = rating
;
3360 SetBit(t
->have_ratings
, _current_company
);
3361 t
->ratings
[_current_company
] = rating
;
3362 SetWindowDirty(WC_TOWN_AUTHORITY
, t
->index
);
3367 * Does the town authority allow the (destructive) action of the current company?
3368 * @param flags Checking flags of the command.
3369 * @param t Town that must allow the company action.
3370 * @param type Type of action that is wanted.
3371 * @return A succeeded command if the action is allowed, a failed command if it is not allowed.
3373 CommandCost
CheckforTownRating(DoCommandFlag flags
, Town
*t
, TownRatingCheckType type
)
3375 /* if magic_bulldozer cheat is active, town doesn't restrict your destructive actions */
3376 if (t
== NULL
|| !Company::IsValidID(_current_company
) ||
3377 _cheats
.magic_bulldozer
.value
|| (flags
& DC_NO_TEST_TOWN_RATING
)) {
3378 return CommandCost();
3381 /* minimum rating needed to be allowed to remove stuff */
3382 static const int needed_rating
[][TOWN_RATING_CHECK_TYPE_COUNT
] = {
3383 /* ROAD_REMOVE, TUNNELBRIDGE_REMOVE */
3384 { RATING_ROAD_NEEDED_PERMISSIVE
, RATING_TUNNEL_BRIDGE_NEEDED_PERMISSIVE
}, // Permissive
3385 { RATING_ROAD_NEEDED_NEUTRAL
, RATING_TUNNEL_BRIDGE_NEEDED_NEUTRAL
}, // Neutral
3386 { RATING_ROAD_NEEDED_HOSTILE
, RATING_TUNNEL_BRIDGE_NEEDED_HOSTILE
}, // Hostile
3389 /* check if you're allowed to remove the road/bridge/tunnel
3390 * owned by a town no removal if rating is lower than ... depends now on
3391 * difficulty setting. Minimum town rating selected by difficulty level
3393 int needed
= needed_rating
[_settings_game
.difficulty
.town_council_tolerance
][type
];
3395 if (GetRating(t
) < needed
) {
3396 SetDParam(0, t
->index
);
3397 return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS
);
3400 return CommandCost();
3403 void TownsMonthlyLoop()
3408 if (t
->road_build_months
!= 0) t
->road_build_months
--;
3410 if (t
->exclusive_counter
!= 0) {
3411 if (--t
->exclusive_counter
== 0) t
->exclusivity
= INVALID_COMPANY
;
3414 UpdateTownAmounts(t
);
3415 UpdateTownRating(t
);
3416 UpdateTownGrowRate(t
);
3417 UpdateTownUnwanted(t
);
3418 UpdateTownCargoes(t
);
3421 UpdateTownCargoBitmap();
3424 void TownsYearlyLoop()
3426 /* Increment house ages */
3427 for (TileIndex t
= 0; t
< MapSize(); t
++) {
3428 if (!IsHouseTile(t
)) continue;
3429 IncrementHouseAge(t
);
3433 static CommandCost
TerraformTile_Town(TileIndex tile
, DoCommandFlag flags
, int z_new
, Slope tileh_new
)
3435 if (AutoslopeEnabled()) {
3436 HouseID house
= GetHouseType(tile
);
3437 GetHouseNorthPart(house
); // modifies house to the ID of the north tile
3438 const HouseSpec
*hs
= HouseSpec::Get(house
);
3440 /* Here we differ from TTDP by checking TILE_NOT_SLOPED */
3441 if (((hs
->building_flags
& TILE_NOT_SLOPED
) == 0) && !IsSteepSlope(tileh_new
) &&
3442 (GetTileMaxZ(tile
) == z_new
+ GetSlopeMaxZ(tileh_new
))) {
3443 bool allow_terraform
= true;
3445 /* Call the autosloping callback per tile, not for the whole building at once. */
3446 house
= GetHouseType(tile
);
3447 hs
= HouseSpec::Get(house
);
3448 if (HasBit(hs
->callback_mask
, CBM_HOUSE_AUTOSLOPE
)) {
3449 /* If the callback fails, allow autoslope. */
3450 uint16 res
= GetHouseCallback(CBID_HOUSE_AUTOSLOPE
, 0, 0, house
, Town::GetByTile(tile
), tile
);
3451 if (res
!= CALLBACK_FAILED
&& ConvertBooleanCallback(hs
->grf_prop
.grffile
, CBID_HOUSE_AUTOSLOPE
, res
)) allow_terraform
= false;
3454 if (allow_terraform
) return CommandCost(EXPENSES_CONSTRUCTION
, _price
[PR_BUILD_FOUNDATION
]);
3458 return DoCommand(tile
, 0, 0, flags
, CMD_LANDSCAPE_CLEAR
);
3461 /** Tile callback functions for a town */
3462 extern const TileTypeProcs _tile_type_town_procs
= {
3463 DrawTile_Town
, // draw_tile_proc
3464 GetSlopePixelZ_Town
, // get_slope_z_proc
3465 ClearTile_Town
, // clear_tile_proc
3466 AddAcceptedCargo_Town
, // add_accepted_cargo_proc
3467 GetTileDesc_Town
, // get_tile_desc_proc
3468 NULL
, // get_tile_railway_status_proc
3469 NULL
, // get_tile_road_status_proc
3470 NULL
, // get_tile_waterway_status_proc
3471 NULL
, // click_tile_proc
3472 AnimateTile_Town
, // animate_tile_proc
3473 TileLoop_Town
, // tile_loop_proc
3474 ChangeTileOwner_Town
, // change_tile_owner_proc
3475 AddProducedCargo_Town
, // add_produced_cargo_proc
3476 GetFoundation_Town
, // get_foundation_proc
3477 TerraformTile_Town
, // terraform_tile_proc
3481 HouseSpec _house_specs
[NUM_HOUSES
];
3485 memset(&_house_specs
, 0, sizeof(_house_specs
));
3486 memcpy(&_house_specs
, &_original_house_specs
, sizeof(_original_house_specs
));
3488 /* Reset any overrides that have been set. */
3489 _house_mngr
.ResetOverride();