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
);
179 * Return a random direction
181 * @return a random direction
183 static inline DiagDirection
RandomDiagDir()
185 return (DiagDirection
)(3 & Random());
189 * House Tile drawing handler.
190 * Part of the tile loop process
191 * @param ti TileInfo of the tile to draw
193 static void DrawTile_Town(TileInfo
*ti
)
195 HouseID house_id
= GetHouseType(ti
->tile
);
197 if (house_id
>= NEW_HOUSE_OFFSET
) {
198 /* Houses don't necessarily need new graphics. If they don't have a
199 * spritegroup associated with them, then the sprite for the substitute
200 * house id is drawn instead. */
201 if (HouseSpec::Get(house_id
)->grf_prop
.spritegroup
!= NULL
) {
202 DrawNewHouseTile(ti
, house_id
);
205 house_id
= HouseSpec::Get(house_id
)->grf_prop
.subst_id
;
209 /* Retrieve draw town tile data. */
210 const uint64 dcts
= town_draw_tile_data
[house_id
][TileHash2Bit(ti
->x
, ti
->y
)][GetHouseBuildingStage(ti
->tile
)];
212 if (ti
->tileh
!= SLOPE_FLAT
) DrawFoundation(ti
, FOUNDATION_LEVELED
);
214 DrawGroundSprite (ti
, dcts
& 0x1fff, PAL_NONE
);
216 /* If houses are invisible, do not draw the upper part */
217 if (IsInvisibilitySet(TO_HOUSES
)) return;
219 /* Add a house on top of the ground? */
220 SpriteID image
= (dcts
>> 32) & 0x1fff;
222 AddSortableSpriteToDraw (ti
->vd
, image
, GB(dcts
, 45, 11),
223 ti
->x
+ GB(dcts
, 21, 3), ti
->y
+ GB(dcts
, 29, 3),
224 GB(dcts
, 16, 5), GB(dcts
, 24, 5), GB(dcts
, 56, 7),
226 IsTransparencySet(TO_HOUSES
)
230 if (!IsTransparencySet(TO_HOUSES
) && HasBit(dcts
, 14)) {
231 AddChildSpriteScreen (ti
->vd
, SPR_LIFT
, PAL_NONE
, 14,
232 60 - GetLiftPosition (ti
->tile
));
237 static void DrawOldHouseTileInGUI (BlitArea
*dpi
, int x
, int y
,
238 HouseID house_id
, bool ground
)
240 /* Retrieve draw town tile data. */
241 const uint64 dcts
= town_draw_tile_data
[house_id
][0][TOWN_HOUSE_COMPLETED
];
243 /* Draw the ground sprite */
244 DrawSprite (dpi
, dcts
& 0x1fff, PAL_NONE
, x
, y
);
246 /* Add a house on top of the ground? */
247 SpriteID image
= (dcts
>> 32) & 0x1fff;
249 uint sx
= GB(dcts
, 21, 3);
250 uint sy
= GB(dcts
, 29, 3);
251 DrawSprite (dpi
, image
, GB(dcts
, 45, 11),
252 x
+ ScaleGUITrad (2 * (sy
- sx
)),
253 y
+ ScaleGUITrad (sx
+ sy
));
255 if (HasBit(dcts
, 14)) {
256 DrawSprite (dpi
, SPR_LIFT
, PAL_NONE
, x
- 18, y
+ 7);
263 * Draw image of a house. Image will be centered between the \c left and the \c right and verticaly aligned to the \c bottom.
265 * @param house_id house type
266 * @param dpi area to draw on
267 * @param left left bound of the drawing area
268 * @param top top bound of the drawing area
269 * @param right right bound of the drawing area
270 * @param bottom bottom bound of the drawing area
272 void DrawHouseImage (HouseID house_id
, BlitArea
*dpi
,
273 int left
, int top
, int right
, int bottom
)
276 if (!InitBlitArea (dpi
, &tmp_dpi
, left
, top
, right
- left
+ 1, bottom
- top
+ 1)) return;
278 const HouseSpec
*hs
= HouseSpec::Get(house_id
);
280 /* sprites are relative to the topmost pixel of the ground tile */
281 uint x
= (right
- left
+ 1) / 2 - ScaleGUITrad (1);
282 uint y
= bottom
- top
+ 1 - ScaleGUITrad (TILE_PIXELS
- 1);
283 uint half_tile_offset
= ScaleGUITrad (TILE_PIXELS
/ 2);
284 if (hs
->building_flags
& TILE_SIZE_1x2
) x
-= half_tile_offset
;
285 if (hs
->building_flags
& TILE_SIZE_2x1
) x
+= half_tile_offset
;
286 if (hs
->building_flags
& BUILDING_HAS_2_TILES
) y
-= half_tile_offset
;
287 if (hs
->building_flags
& BUILDING_HAS_4_TILES
) y
-= half_tile_offset
;
289 bool new_house
= false;
290 if (house_id
>= NEW_HOUSE_OFFSET
) {
291 /* Houses don't necessarily need new graphics. If they don't
292 * have a spritegroup associated with them, then the sprite
293 * for the substitute house id is drawn instead. */
294 if (hs
->grf_prop
.spritegroup
!= NULL
) {
297 house_id
= hs
->grf_prop
.subst_id
;
301 uint num_row
= (hs
->building_flags
& BUILDING_2_TILES_X
) ? 2 : 1;
302 uint num_col
= (hs
->building_flags
& BUILDING_2_TILES_Y
) ? 2 : 1;
306 for (uint row
= 0; row
< num_row
; row
++) {
307 for (uint col
= 0; col
< num_col
; col
++) {
308 Point offset
= RemapCoords (row
* TILE_SIZE
, col
* TILE_SIZE
, 0); // offset for current tile
309 pt
[n
].x
= x
+ UnScaleByZoom (offset
.x
, ZOOM_LVL_GUI
);
310 pt
[n
].y
= y
+ UnScaleByZoom (offset
.y
, ZOOM_LVL_GUI
);
315 for (bool ground
= true; ; ground
= !ground
) {
316 for (uint i
= 0; i
< n
; i
++) {
317 HouseID hid
= house_id
+ i
;
319 DrawNewHouseTileInGUI (&tmp_dpi
, pt
[i
].x
, pt
[i
].y
, hid
, ground
);
321 DrawOldHouseTileInGUI (&tmp_dpi
, pt
[i
].x
, pt
[i
].y
, hid
, ground
);
328 static int GetSlopePixelZ_Town(TileIndex tile
, uint x
, uint y
)
330 return GetTileMaxPixelZ(tile
);
333 /** Tile callback routine */
334 static Foundation
GetFoundation_Town(TileIndex tile
, Slope tileh
)
336 HouseID hid
= GetHouseType(tile
);
338 /* For NewGRF house tiles we might not be drawing a foundation. We need to
339 * account for this, as other structures should
340 * draw the wall of the foundation in this case.
342 if (hid
>= NEW_HOUSE_OFFSET
) {
343 const HouseSpec
*hs
= HouseSpec::Get(hid
);
344 if (hs
->grf_prop
.spritegroup
!= NULL
&& HasBit(hs
->callback_mask
, CBM_HOUSE_DRAW_FOUNDATIONS
)) {
345 uint32 callback_res
= GetHouseCallback(CBID_HOUSE_DRAW_FOUNDATIONS
, 0, 0, hid
, Town::GetByTile(tile
), tile
);
346 if (callback_res
!= CALLBACK_FAILED
&& !ConvertBooleanCallback(hs
->grf_prop
.grffile
, CBID_HOUSE_DRAW_FOUNDATIONS
, callback_res
)) return FOUNDATION_NONE
;
349 return FlatteningFoundation(tileh
);
353 * Animate a tile for a town
354 * Only certain houses can be animated
355 * The newhouses animation supersedes regular ones
356 * @param tile TileIndex of the house to animate
358 static void AnimateTile_Town(TileIndex tile
)
360 if (GetHouseType(tile
) >= NEW_HOUSE_OFFSET
) {
361 AnimateNewHouseTile(tile
);
365 if (_tick_counter
& 3) return;
367 /* If the house is not one with a lift anymore, then stop this animating.
368 * Not exactly sure when this happens, but probably when a house changes.
369 * Before this was just a return...so it'd leak animated tiles..
370 * That bug seems to have been here since day 1?? */
371 if (!(HouseSpec::Get(GetHouseType(tile
))->building_flags
& BUILDING_IS_ANIMATED
)) {
372 DeleteAnimatedTile(tile
);
376 if (!LiftHasDestination(tile
)) {
379 /* Building has 6 floors, number 0 .. 6, where 1 is illegal.
380 * This is due to the fact that the first floor is, in the graphics,
381 * the height of 2 'normal' floors.
382 * Furthermore, there are 6 lift positions from floor N (incl) to floor N + 1 (excl) */
385 } while (i
== 1 || i
* 6 == GetLiftPosition(tile
));
387 SetLiftDestination(tile
, i
);
390 int pos
= GetLiftPosition(tile
);
391 int dest
= GetLiftDestination(tile
) * 6;
392 pos
+= (pos
< dest
) ? 1 : -1;
393 SetLiftPosition(tile
, pos
);
397 DeleteAnimatedTile(tile
);
400 MarkTileDirtyByTile(tile
);
404 * Resize the sign(label) of the town after changes in
405 * population (creation or growth or else)
407 void Town::UpdateVirtCoord()
409 Point pt
= RemapCoords2(TileX(this->xy
) * TILE_SIZE
, TileY(this->xy
) * TILE_SIZE
);
410 SetDParam(0, this->index
);
411 SetDParam(1, this->cache
.population
);
412 this->cache
.sign
.UpdatePosition(pt
.x
, pt
.y
- 24 * ZOOM_LVL_BASE
,
413 _settings_client
.gui
.population_in_label
? STR_VIEWPORT_TOWN_POP
: STR_VIEWPORT_TOWN
,
416 SetWindowDirty(WC_TOWN_VIEW
, this->index
);
419 /** Update the virtual coords needed to draw the town sign for all towns. */
420 void UpdateAllTownVirtCoords()
425 t
->UpdateVirtCoord();
430 * Change the towns population
431 * @param t Town which population has changed
432 * @param mod population change (can be positive or negative)
434 static void ChangePopulation(Town
*t
, int mod
)
436 t
->cache
.population
+= mod
;
437 InvalidateWindowData(WC_TOWN_VIEW
, t
->index
); // Cargo requirements may appear/vanish for small populations
438 t
->UpdateVirtCoord();
440 InvalidateWindowData(WC_TOWN_DIRECTORY
, 0, 1);
444 * Determines the world population
445 * Basically, count population of all towns, one by one
446 * @return uint32 the calculated population of the world
448 uint32
GetWorldPopulation()
453 FOR_ALL_TOWNS(t
) pop
+= t
->cache
.population
;
458 * Helper function for house completion stages progression
459 * @param tile TileIndex of the house (or parts of it) to "grow"
461 static void MakeSingleHouseBigger(TileIndex tile
)
463 assert(IsHouseTile(tile
));
465 /* progress in construction stages */
466 IncHouseConstructionTick(tile
);
467 if (GetHouseConstructionTick(tile
) != 0) return;
469 AnimateNewHouseConstruction(tile
);
471 if (IsHouseCompleted(tile
)) {
472 /* Now that construction is complete, we can add the population of the
473 * building to the town. */
474 ChangePopulation(Town::GetByTile(tile
), HouseSpec::Get(GetHouseType(tile
))->population
);
477 MarkTileDirtyByTile(tile
);
481 * Make the house advance in its construction stages until completion
482 * @param tile TileIndex of house
484 static void MakeTownHouseBigger(TileIndex tile
)
486 uint flags
= HouseSpec::Get(GetHouseType(tile
))->building_flags
;
487 if (flags
& BUILDING_HAS_1_TILE
) MakeSingleHouseBigger(TILE_ADDXY(tile
, 0, 0));
488 if (flags
& BUILDING_2_TILES_Y
) MakeSingleHouseBigger(TILE_ADDXY(tile
, 0, 1));
489 if (flags
& BUILDING_2_TILES_X
) MakeSingleHouseBigger(TILE_ADDXY(tile
, 1, 0));
490 if (flags
& BUILDING_HAS_4_TILES
) MakeSingleHouseBigger(TILE_ADDXY(tile
, 1, 1));
494 * Tile callback function.
496 * Periodic tic handler for houses and town
497 * @param tile been asked to do its stuff
499 static void TileLoop_Town(TileIndex tile
)
501 HouseID house_id
= GetHouseType(tile
);
503 /* NewHouseTileLoop returns false if Callback 21 succeeded, i.e. the house
504 * doesn't exist any more, so don't continue here. */
505 if (house_id
>= NEW_HOUSE_OFFSET
&& !NewHouseTileLoop(tile
)) return;
507 if (!IsHouseCompleted(tile
)) {
508 /* Construction is not completed. See if we can go further in construction*/
509 MakeTownHouseBigger(tile
);
513 const HouseSpec
*hs
= HouseSpec::Get(house_id
);
515 /* If the lift has a destination, it is already an animated tile. */
516 if ((hs
->building_flags
& BUILDING_IS_ANIMATED
) &&
517 house_id
< NEW_HOUSE_OFFSET
&&
518 !LiftHasDestination(tile
) &&
520 AddAnimatedTile(tile
);
523 Town
*t
= Town::GetByTile(tile
);
526 StationFinder
stations(TileArea(tile
, 1, 1));
528 if (HasBit(hs
->callback_mask
, CBM_HOUSE_PRODUCE_CARGO
)) {
529 for (uint i
= 0; i
< 256; i
++) {
530 uint16 callback
= GetHouseCallback(CBID_HOUSE_PRODUCE_CARGO
, i
, r
, house_id
, t
, tile
);
532 if (callback
== CALLBACK_FAILED
|| callback
== CALLBACK_HOUSEPRODCARGO_END
) break;
534 CargoID cargo
= GetCargoTranslation(GB(callback
, 8, 7), hs
->grf_prop
.grffile
);
535 if (cargo
== CT_INVALID
) continue;
537 uint amt
= GB(callback
, 0, 8);
538 if (amt
== 0) continue;
540 uint moved
= MoveGoodsToStation(cargo
, amt
, ST_TOWN
, t
->index
, stations
.GetStations());
542 const CargoSpec
*cs
= CargoSpec::Get(cargo
);
543 t
->supplied
[cs
->Index()].new_max
+= amt
;
544 t
->supplied
[cs
->Index()].new_act
+= moved
;
547 if (GB(r
, 0, 8) < hs
->population
) {
548 uint amt
= GB(r
, 0, 8) / 8 + 1;
550 if (EconomyIsInRecession()) amt
= (amt
+ 1) >> 1;
551 t
->supplied
[CT_PASSENGERS
].new_max
+= amt
;
552 t
->supplied
[CT_PASSENGERS
].new_act
+= MoveGoodsToStation(CT_PASSENGERS
, amt
, ST_TOWN
, t
->index
, stations
.GetStations());
555 if (GB(r
, 8, 8) < hs
->mail_generation
) {
556 uint amt
= GB(r
, 8, 8) / 8 + 1;
558 if (EconomyIsInRecession()) amt
= (amt
+ 1) >> 1;
559 t
->supplied
[CT_MAIL
].new_max
+= amt
;
560 t
->supplied
[CT_MAIL
].new_act
+= MoveGoodsToStation(CT_MAIL
, amt
, ST_TOWN
, t
->index
, stations
.GetStations());
564 Backup
<CompanyByte
> cur_company(_current_company
, OWNER_TOWN
, FILE_LINE
);
566 if ((hs
->building_flags
& BUILDING_HAS_1_TILE
) &&
567 HasBit(t
->flags
, TOWN_IS_GROWING
) &&
568 CanDeleteHouse(tile
) &&
569 GetHouseAge(tile
) >= hs
->minimum_life
&&
570 --t
->time_until_rebuild
== 0) {
571 t
->time_until_rebuild
= GB(r
, 16, 8) + 192;
573 ClearTownHouse(t
, tile
);
575 /* Rebuild with another house? */
576 if (GB(r
, 24, 8) >= 12) BuildTownHouse(t
, tile
);
579 cur_company
.Restore();
582 static CommandCost
ClearTile_Town(TileIndex tile
, DoCommandFlag flags
)
584 if (flags
& DC_AUTO
) return_cmd_error(STR_ERROR_BUILDING_MUST_BE_DEMOLISHED
);
585 if (!CanDeleteHouse(tile
)) return CMD_ERROR
;
587 const HouseSpec
*hs
= HouseSpec::Get(GetHouseType(tile
));
589 CommandCost
cost(EXPENSES_CONSTRUCTION
);
590 cost
.AddCost(hs
->GetRemovalCost());
592 int rating
= hs
->remove_rating_decrease
;
593 Town
*t
= Town::GetByTile(tile
);
595 if (Company::IsValidID(_current_company
)) {
596 if (rating
> t
->ratings
[_current_company
] && !(flags
& DC_NO_TEST_TOWN_RATING
) && !_cheats
.magic_bulldozer
.value
) {
597 SetDParam(0, t
->index
);
598 return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS
);
602 ChangeTownRating(t
, -rating
, RATING_HOUSE_MINIMUM
, flags
);
603 if (flags
& DC_EXEC
) {
604 ClearTownHouse(t
, tile
);
610 static void AddProducedCargo_Town(TileIndex tile
, CargoArray
&produced
)
612 HouseID house_id
= GetHouseType(tile
);
613 const HouseSpec
*hs
= HouseSpec::Get(house_id
);
614 Town
*t
= Town::GetByTile(tile
);
616 if (HasBit(hs
->callback_mask
, CBM_HOUSE_PRODUCE_CARGO
)) {
617 for (uint i
= 0; i
< 256; i
++) {
618 uint16 callback
= GetHouseCallback(CBID_HOUSE_PRODUCE_CARGO
, i
, 0, house_id
, t
, tile
);
620 if (callback
== CALLBACK_FAILED
|| callback
== CALLBACK_HOUSEPRODCARGO_END
) break;
622 CargoID cargo
= GetCargoTranslation(GB(callback
, 8, 7), hs
->grf_prop
.grffile
);
624 if (cargo
== CT_INVALID
) continue;
628 if (hs
->population
> 0) {
629 produced
[CT_PASSENGERS
]++;
631 if (hs
->mail_generation
> 0) {
637 static inline void AddAcceptedCargoSetMask(CargoID cargo
, uint amount
, CargoArray
&acceptance
, uint32
*always_accepted
)
639 if (cargo
== CT_INVALID
|| amount
== 0) return;
640 acceptance
[cargo
] += amount
;
641 SetBit(*always_accepted
, cargo
);
644 static void AddAcceptedCargo_Town(TileIndex tile
, CargoArray
&acceptance
, uint32
*always_accepted
)
646 const HouseSpec
*hs
= HouseSpec::Get(GetHouseType(tile
));
649 /* Set the initial accepted cargo types */
650 for (uint8 i
= 0; i
< lengthof(accepts
); i
++) {
651 accepts
[i
] = hs
->accepts_cargo
[i
];
654 /* Check for custom accepted cargo types */
655 if (HasBit(hs
->callback_mask
, CBM_HOUSE_ACCEPT_CARGO
)) {
656 uint16 callback
= GetHouseCallback(CBID_HOUSE_ACCEPT_CARGO
, 0, 0, GetHouseType(tile
), Town::GetByTile(tile
), tile
);
657 if (callback
!= CALLBACK_FAILED
) {
658 /* Replace accepted cargo types with translated values from callback */
659 accepts
[0] = GetCargoTranslation(GB(callback
, 0, 5), hs
->grf_prop
.grffile
);
660 accepts
[1] = GetCargoTranslation(GB(callback
, 5, 5), hs
->grf_prop
.grffile
);
661 accepts
[2] = GetCargoTranslation(GB(callback
, 10, 5), hs
->grf_prop
.grffile
);
665 /* Check for custom cargo acceptance */
666 if (HasBit(hs
->callback_mask
, CBM_HOUSE_CARGO_ACCEPTANCE
)) {
667 uint16 callback
= GetHouseCallback(CBID_HOUSE_CARGO_ACCEPTANCE
, 0, 0, GetHouseType(tile
), Town::GetByTile(tile
), tile
);
668 if (callback
!= CALLBACK_FAILED
) {
669 AddAcceptedCargoSetMask(accepts
[0], GB(callback
, 0, 4), acceptance
, always_accepted
);
670 AddAcceptedCargoSetMask(accepts
[1], GB(callback
, 4, 4), acceptance
, always_accepted
);
671 if (_settings_game
.game_creation
.landscape
!= LT_TEMPERATE
&& HasBit(callback
, 12)) {
672 /* The 'S' bit indicates food instead of goods */
673 AddAcceptedCargoSetMask(CT_FOOD
, GB(callback
, 8, 4), acceptance
, always_accepted
);
675 AddAcceptedCargoSetMask(accepts
[2], GB(callback
, 8, 4), acceptance
, always_accepted
);
681 /* No custom acceptance, so fill in with the default values */
682 for (uint8 i
= 0; i
< lengthof(accepts
); i
++) {
683 AddAcceptedCargoSetMask(accepts
[i
], hs
->cargo_acceptance
[i
], acceptance
, always_accepted
);
687 static void GetTileDesc_Town(TileIndex tile
, TileDesc
*td
)
689 const HouseID house
= GetHouseType(tile
);
690 const HouseSpec
*hs
= HouseSpec::Get(house
);
691 bool house_completed
= IsHouseCompleted(tile
);
693 td
->str
= hs
->building_name
;
695 uint16 callback_res
= GetHouseCallback(CBID_HOUSE_CUSTOM_NAME
, house_completed
? 1 : 0, 0, house
, Town::GetByTile(tile
), tile
);
696 if (callback_res
!= CALLBACK_FAILED
&& callback_res
!= 0x400) {
697 if (callback_res
> 0x400) {
698 ErrorUnknownCallbackResult(hs
->grf_prop
.grffile
->grfid
, CBID_HOUSE_CUSTOM_NAME
, callback_res
);
700 StringID new_name
= GetGRFStringID(hs
->grf_prop
.grffile
->grfid
, 0xD000 + callback_res
);
701 if (new_name
!= STR_NULL
&& new_name
!= STR_UNDEFINED
) {
707 if (!house_completed
) {
708 td
->dparam
= td
->str
;
709 td
->str
= STR_LAI_TOWN_INDUSTRY_DESCRIPTION_UNDER_CONSTRUCTION
;
712 if (hs
->grf_prop
.grffile
!= NULL
) {
713 const GRFConfig
*gc
= GetGRFConfig(hs
->grf_prop
.grffile
->grfid
);
714 td
->grf
= gc
->GetName();
717 td
->owner
[0] = OWNER_TOWN
;
720 static void ChangeTileOwner_Town(TileIndex tile
, Owner old_owner
, Owner new_owner
)
725 /** Update the total cargo acceptance of the whole town.
726 * @param t The town to update.
728 void UpdateTownCargoTotal(Town
*t
)
730 t
->cargo_accepted_total
= 0;
732 const TileArea
&area
= t
->cargo_accepted
.GetArea();
733 TILE_AREA_LOOP(tile
, area
) {
734 if (TileX(tile
) % AcceptanceMatrix::GRID
== 0 && TileY(tile
) % AcceptanceMatrix::GRID
== 0) {
735 t
->cargo_accepted_total
|= t
->cargo_accepted
[tile
];
741 * Update accepted town cargoes around a specific tile.
742 * @param t The town to update.
743 * @param start Update the values around this tile.
744 * @param update_total Set to true if the total cargo acceptance should be updated.
746 static void UpdateTownCargoes(Town
*t
, TileIndex start
, bool update_total
= true)
748 CargoArray accepted
, produced
;
751 /* Gather acceptance for all houses in an area around the start tile.
752 * The area is composed of the square the tile is in, extended one square in all
753 * directions as the coverage area of a single station is bigger than just one square. */
754 TileArea area
= AcceptanceMatrix::GetAreaForTile(start
, 1);
755 TILE_AREA_LOOP(tile
, area
) {
756 if (!IsHouseTile(tile
) || GetTownIndex(tile
) != t
->index
) continue;
758 AddAcceptedCargo_Town(tile
, accepted
, &dummy
);
759 AddProducedCargo_Town(tile
, produced
);
762 /* Create bitmap of produced and accepted cargoes. */
764 for (uint cid
= 0; cid
< NUM_CARGO
; cid
++) {
765 if (accepted
[cid
] >= 8) SetBit(acc
, cid
);
766 if (produced
[cid
] > 0) SetBit(t
->cargo_produced
, cid
);
768 t
->cargo_accepted
[start
] = acc
;
770 if (update_total
) UpdateTownCargoTotal(t
);
773 /** Update cargo acceptance for the complete town.
774 * @param t The town to update.
776 void UpdateTownCargoes(Town
*t
)
778 t
->cargo_produced
= 0;
780 const TileArea
&area
= t
->cargo_accepted
.GetArea();
781 if (area
.tile
== INVALID_TILE
) return;
783 /* Update acceptance for each grid square. */
784 TILE_AREA_LOOP(tile
, area
) {
785 if (TileX(tile
) % AcceptanceMatrix::GRID
== 0 && TileY(tile
) % AcceptanceMatrix::GRID
== 0) {
786 UpdateTownCargoes(t
, tile
, false);
790 /* Update the total acceptance. */
791 UpdateTownCargoTotal(t
);
794 /** Updates the bitmap of all cargoes accepted by houses. */
795 void UpdateTownCargoBitmap()
798 _town_cargoes_accepted
= 0;
800 FOR_ALL_TOWNS(town
) {
801 _town_cargoes_accepted
|= town
->cargo_accepted_total
;
805 static bool GrowTown(Town
*t
);
809 if (_game_mode
== GM_EDITOR
) return;
813 /* Run town tick at regular intervals, but not all at once. */
814 if ((_tick_counter
+ t
->index
) % TOWN_GROWTH_TICKS
== 0
815 && HasBit(t
->flags
, TOWN_IS_GROWING
)) {
816 if (t
->grow_counter
> 0) {
818 } else if (GrowTown(t
)) {
819 t
->grow_counter
= t
->growth_rate
& (~TOWN_GROW_RATE_CUSTOM
);
826 * Return the RoadBits of a tile
828 * @note There are many other functions doing things like that.
829 * @note Needs to be checked for needlessness.
830 * @param tile The tile we want to analyse
831 * @return The roadbits of the given tile
833 static RoadBits
GetTownRoadBits(TileIndex tile
)
835 if (IsRoadDepotTile(tile
) || IsStandardRoadStopTile(tile
)) return ROAD_NONE
;
837 return GetAnyRoadBits(tile
, ROADTYPE_ROAD
, true);
841 * Check for parallel road inside a given distance.
842 * Assuming a road from (tile - TileOffsByDiagDir(dir)) to tile,
843 * is there a parallel road left or right of it within distance dist_multi?
845 * @param tile current tile
846 * @param dir target direction
847 * @param dist_multi distance multiplayer
848 * @return true if there is a parallel road
850 static bool IsNeighborRoadTile(TileIndex tile
, const DiagDirection dir
, uint dist_multi
)
852 if (!IsValidTile(tile
)) return false;
854 /* Lookup table for the used diff values */
855 const TileIndexDiff tid_lt
[3] = {
856 TileOffsByDiagDir(ChangeDiagDir(dir
, DIAGDIRDIFF_90RIGHT
)),
857 TileOffsByDiagDir(ChangeDiagDir(dir
, DIAGDIRDIFF_90LEFT
)),
858 TileOffsByDiagDir(ReverseDiagDir(dir
)),
861 dist_multi
= (dist_multi
+ 1) * 4;
862 for (uint pos
= 4; pos
< dist_multi
; pos
++) {
863 /* Go (pos / 4) tiles to the left or the right */
864 TileIndexDiff cur
= tid_lt
[(pos
& 1) ? 0 : 1] * (pos
/ 4);
866 /* Use the current tile as origin, or go one tile backwards */
867 if (pos
& 2) cur
+= tid_lt
[2];
869 /* Test for roadbit parallel to dir and facing towards the middle axis */
870 if (IsValidTile(tile
+ cur
) &&
871 GetTownRoadBits(TILE_ADD(tile
, cur
)) & DiagDirToRoadBits((pos
& 2) ? dir
: ReverseDiagDir(dir
))) return true;
877 * Check if a Road is allowed on a given tile
879 * @param t The current town
880 * @param tile The target tile
881 * @param dir The direction in which we want to extend the town
882 * @return true if it is allowed else false
884 static bool IsRoadAllowedHere(Town
*t
, TileIndex tile
, DiagDirection dir
)
886 if (DistanceFromEdge(tile
) == 0) return false;
888 /* Prevent towns from building roads under bridges along the bridge. Looks silly. */
889 if (HasBridgeAbove(tile
) && GetBridgeAxis(tile
) == DiagDirToAxis(dir
)) return false;
891 /* Check if there already is a road at this point? */
892 if (GetTownRoadBits(tile
) == ROAD_NONE
) {
893 /* No, try if we are able to build a road piece there.
894 * If that fails clear the land, and if that fails exit.
895 * This is to make sure that we can build a road here later. */
896 if (DoCommand(tile
, ((dir
== DIAGDIR_NW
|| dir
== DIAGDIR_SE
) ? ROAD_Y
: ROAD_X
), 0, DC_AUTO
, CMD_BUILD_ROAD
).Failed() &&
897 DoCommand(tile
, 0, 0, DC_AUTO
, CMD_LANDSCAPE_CLEAR
).Failed()) {
902 Slope cur_slope
= _settings_game
.construction
.build_on_slopes
? GetFoundationSlope(tile
) : GetTileSlope(tile
);
903 bool ret
= !IsNeighborRoadTile(tile
, dir
, t
->layout
== TL_ORIGINAL
? 1 : 2);
904 if (cur_slope
== SLOPE_FLAT
) return ret
;
906 Slope desired_slope
= (dir
== DIAGDIR_NW
|| dir
== DIAGDIR_SE
) ? SLOPE_NW
: SLOPE_NE
;
907 if (desired_slope
== cur_slope
|| ComplementSlope(desired_slope
) == cur_slope
) return ret
;
909 /* If the tile is not a slope in the right direction, then
910 * maybe terraform some. */
911 if (Chance16(1, 8)) {
912 /* Note: Do not replace "^ SLOPE_ELEVATED" with ComplementSlope(). The slope might be steep. */
913 bool terraform
= !_generating_world
&& Chance16(1, 10) &&
914 DoCommand(tile
, Chance16(1, 16) ? cur_slope
: cur_slope
^ SLOPE_ELEVATED
, 0,
915 DC_EXEC
| DC_AUTO
| DC_NO_WATER
, CMD_TERRAFORM_LAND
).Succeeded();
916 if (!terraform
&& Chance16(1, 3)) {
917 /* We can consider building on the slope, though. */
924 static bool TerraformTownTile(TileIndex tile
, int edges
, int dir
)
926 assert(tile
< MapSize());
928 CommandCost r
= DoCommand(tile
, edges
, dir
, DC_AUTO
| DC_NO_WATER
, CMD_TERRAFORM_LAND
);
929 if (r
.Failed() || r
.GetCost() >= (_price
[PR_TERRAFORM
] + 2) * 8) return false;
930 DoCommand(tile
, edges
, dir
, DC_AUTO
| DC_NO_WATER
| DC_EXEC
, CMD_TERRAFORM_LAND
);
934 static void LevelTownLand(TileIndex tile
)
936 assert(tile
< MapSize());
938 /* Don't terraform if land is plain or if there's a house there. */
939 if (IsHouseTile(tile
)) return;
940 Slope tileh
= GetTileSlope(tile
);
941 if (tileh
== SLOPE_FLAT
) return;
943 /* First try up, then down */
944 if (!TerraformTownTile(tile
, ~tileh
& SLOPE_ELEVATED
, 1)) {
945 TerraformTownTile(tile
, tileh
& SLOPE_ELEVATED
, 0);
950 * Generate the RoadBits of a grid tile
952 * @param t current town
953 * @param tile tile in reference to the town
954 * @param dir The direction to which we are growing ATM
955 * @return the RoadBit of the current tile regarding
956 * the selected town layout
958 static RoadBits
GetTownRoadGridElement(Town
*t
, TileIndex tile
, DiagDirection dir
)
960 /* align the grid to the downtown */
961 CoordDiff grid_pos
= TileCoordDiff(t
->xy
, tile
); // Vector from downtown to the tile
962 RoadBits rcmd
= ROAD_NONE
;
965 default: NOT_REACHED();
968 if ((grid_pos
.x
% 3) == 0) rcmd
|= ROAD_Y
;
969 if ((grid_pos
.y
% 3) == 0) rcmd
|= ROAD_X
;
973 if ((grid_pos
.x
% 4) == 0) rcmd
|= ROAD_Y
;
974 if ((grid_pos
.y
% 4) == 0) rcmd
|= ROAD_X
;
978 /* Optimise only X-junctions */
979 if (rcmd
!= ROAD_ALL
) return rcmd
;
981 RoadBits rb_template
;
983 switch (GetTileSlope(tile
)) {
984 default: rb_template
= ROAD_ALL
; break;
985 case SLOPE_W
: rb_template
= ROAD_NW
| ROAD_SW
; break;
986 case SLOPE_SW
: rb_template
= ROAD_Y
| ROAD_SW
; break;
987 case SLOPE_S
: rb_template
= ROAD_SW
| ROAD_SE
; break;
988 case SLOPE_SE
: rb_template
= ROAD_X
| ROAD_SE
; break;
989 case SLOPE_E
: rb_template
= ROAD_SE
| ROAD_NE
; break;
990 case SLOPE_NE
: rb_template
= ROAD_Y
| ROAD_NE
; break;
991 case SLOPE_N
: rb_template
= ROAD_NE
| ROAD_NW
; break;
992 case SLOPE_NW
: rb_template
= ROAD_X
| ROAD_NW
; break;
997 rb_template
= ROAD_NONE
;
1001 /* Stop if the template is compatible to the growth dir */
1002 if (DiagDirToRoadBits(ReverseDiagDir(dir
)) & rb_template
) return rb_template
;
1003 /* If not generate a straight road in the direction of the growth */
1004 return DiagDirToRoadBits(dir
) | DiagDirToRoadBits(ReverseDiagDir(dir
));
1008 * Grows the town with an extra house.
1009 * Check if there are enough neighbor house tiles
1010 * next to the current tile. If there are enough
1011 * add another house.
1013 * @param t The current town
1014 * @param tile The target tile for the extra house
1015 * @return true if an extra house has been added
1017 static bool GrowTownWithExtraHouse(Town
*t
, TileIndex tile
)
1019 /* We can't look further than that. */
1020 if (DistanceFromEdge(tile
) == 0) return false;
1022 uint counter
= 0; // counts the house neighbor tiles
1024 /* Check the tiles E,N,W and S of the current tile for houses */
1025 for (DiagDirection dir
= DIAGDIR_BEGIN
; dir
< DIAGDIR_END
; dir
++) {
1026 /* Count both void and house tiles for checking whether there
1027 * are enough houses in the area. This to make it likely that
1028 * houses get build up to the edge of the map. */
1029 TileIndex tt
= TileAddByDiagDir(tile
, dir
);
1030 if (IsHouseTile(tt
) || IsVoidTile(tt
)) {
1034 /* If there are enough neighbors stop here */
1036 return BuildTownHouse (t
, tile
);
1043 * Grows the town with a bridge.
1044 * At first we check if a bridge is reasonable.
1045 * If so we check if we are able to build it.
1047 * @param t The current town
1048 * @param tile The current tile
1049 * @param bridge_dir The valid direction in which to grow a bridge
1050 * @return true if a bridge has been build else false
1052 static bool GrowTownWithBridge(const Town
*t
, const TileIndex tile
, const DiagDirection bridge_dir
)
1054 assert(bridge_dir
< DIAGDIR_END
);
1056 const Slope slope
= GetTileSlope(tile
);
1058 /* Assure that the bridge is connectable to the start side */
1059 if (!(GetTownRoadBits(TileAddByDiagDir(tile
, ReverseDiagDir(bridge_dir
))) & DiagDirToRoadBits(bridge_dir
))) return false;
1061 /* We are in the right direction */
1062 const int delta
= TileOffsByDiagDir(bridge_dir
);
1064 uint bridge_length
= 0; // This value stores the length of the possible bridge
1065 TileIndex bridge_tile
= tile
+ delta
; // Used to store the other waterside
1067 if (slope
== SLOPE_FLAT
) {
1068 /* Bridges starting on flat tiles are only allowed when crossing rivers. */
1069 while (IsValidTile(bridge_tile
) && IsPlainWaterTile(bridge_tile
) && !IsSea(bridge_tile
)) {
1070 /* Allow to cross rivers, not big lakes. */
1071 if (bridge_length
>= 3) return false;
1073 bridge_tile
+= delta
;
1076 /* Make sure the direction is compatible with the slope.
1077 * Well we check if the slope has an up bit set in the
1078 * reverse direction. */
1079 if (slope
& InclinedSlope(bridge_dir
)) return false;
1081 while (IsValidTile(bridge_tile
) && IsPlainWaterTile(bridge_tile
)) {
1082 /* Max 10-tile long bridges */
1083 if (bridge_length
>= 10) return false;
1085 bridge_tile
+= delta
;
1089 /* no water tiles in between? */
1090 if (bridge_length
== 0) return false;
1092 std::bitset
<MAX_BRIDGES
> tried
;
1093 uint n
= MAX_BRIDGES
;
1094 byte bridge_type
= RandomRange (n
);
1097 /* Can we actually build the bridge? */
1098 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()) {
1099 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
);
1103 /* Try a different bridge. */
1104 tried
[bridge_type
] = true;
1106 assert (n
+ tried
.count() == MAX_BRIDGES
);
1110 uint i
= RandomRange (n
);
1111 while (tried
[bridge_type
] || (i
-- > 0)) {
1113 assert (bridge_type
< MAX_BRIDGES
);
1117 /* Quit if no bridge can be built. */
1122 * Grows the town with either a bridge or a road piece.
1124 * @param t The current town
1125 * @param tile The current tile
1126 * @param target_dir The target road dir
1127 * @param rcmd The RoadBits we want to build on the tile
1128 * @return true if the RoadBits have been added else false
1130 static bool GrowTownWithRoad(const Town
*t
, TileIndex tile
, DiagDirection target_dir
, RoadBits rcmd
)
1132 /* Make the roads look nicer */
1133 rcmd
= CleanUpRoadBits(tile
, rcmd
);
1134 if (rcmd
== ROAD_NONE
) return false;
1136 /* Only use the target direction for bridges to ensure they're connected.
1137 * The target_dir is as computed previously according to town layout, so
1138 * it will match it perfectly. */
1139 return GrowTownWithBridge (t
, tile
, target_dir
)
1140 || DoCommand (tile
, rcmd
, t
->index
, DC_EXEC
| DC_AUTO
| DC_NO_WATER
, CMD_BUILD_ROAD
).Succeeded();
1144 * Grows the given town at a tile where there are no roads.
1145 * @param t The current town
1146 * @param tile The current tile
1147 * @param target_dir The target road dir
1148 * @return Whether a road was built
1150 static bool GrowTown_NewRoad (Town
*t
, TileIndex tile
, DiagDirection target_dir
)
1152 if (!_settings_game
.economy
.allow_town_roads
&& !_generating_world
) return false;
1153 if (!_settings_game
.economy
.allow_town_level_crossings
&& IsRailwayTile(tile
)) return false;
1155 /* Remove hills etc */
1156 if (!_settings_game
.construction
.build_on_slopes
|| Chance16(1, 6)) LevelTownLand(tile
);
1158 RoadBits rcmd
= ROAD_NONE
; // RoadBits for the road construction command
1160 /* Is a road allowed here? */
1161 switch (t
->layout
) {
1162 default: NOT_REACHED();
1166 rcmd
= GetTownRoadGridElement (t
, tile
, target_dir
);
1167 if (rcmd
== ROAD_NONE
) return false;
1170 case TL_BETTER_ROADS
:
1172 if (!IsRoadAllowedHere (t
, tile
, target_dir
)) return false;
1174 DiagDirection source_dir
= ReverseDiagDir(target_dir
);
1176 if (Chance16(1, 6)) {
1177 /* Randomize a new target dir */
1178 target_dir
= ChangeDiagDir (target_dir
, Chance16(1, 2) ? DIAGDIRDIFF_90RIGHT
: DIAGDIRDIFF_90LEFT
);
1181 if (!IsRoadAllowedHere (t
, TileAddByDiagDir(tile
, target_dir
), target_dir
)) {
1182 /* A road is not allowed to continue the randomized road,
1183 * return if the road we're trying to build is curved. */
1184 if (target_dir
!= ReverseDiagDir(source_dir
)) return false;
1186 /* Return if neither side of the new road is a house */
1187 if (!IsHouseTile(TileAddByDiagDir(tile
, ChangeDiagDir(target_dir
, DIAGDIRDIFF_90RIGHT
))) &&
1188 !IsHouseTile(TileAddByDiagDir(tile
, ChangeDiagDir(target_dir
, DIAGDIRDIFF_90LEFT
)))) {
1192 /* That means that the road is only allowed if there is a house
1193 * at any side of the new road. */
1196 rcmd
= DiagDirToRoadBits(target_dir
) | DiagDirToRoadBits(source_dir
);
1200 /* Return if a water tile */
1201 if (HasTileWaterGround(tile
)) return false;
1203 return GrowTownWithRoad (t
, tile
, target_dir
, rcmd
);
1207 * Grows the given town at a tile where there is an unconnected road.
1208 * @param t The current town
1209 * @param tile The current tile
1210 * @param target_dir The target road dir
1211 * @param cur_rb The current tile RoadBits
1212 * @return Whether a road piece was built
1214 static bool GrowTown_UnconnectedRoad (Town
*t
, TileIndex tile
, DiagDirection target_dir
, RoadBits cur_rb
)
1216 /* Continue building on a partial road.
1217 * Should be always OK, so we only generate
1218 * the fitting RoadBits */
1220 if (!_settings_game
.economy
.allow_town_roads
&& !_generating_world
) return false;
1222 RoadBits rcmd
= ROAD_NONE
; // RoadBits for the road construction command
1224 switch (t
->layout
) {
1225 default: NOT_REACHED();
1229 rcmd
= GetTownRoadGridElement (t
, tile
, target_dir
);
1232 case TL_BETTER_ROADS
:
1234 rcmd
= DiagDirToRoadBits(ReverseDiagDir(target_dir
));
1238 return GrowTownWithRoad (t
, tile
, target_dir
, rcmd
);
1241 /* Describe the possible results of GrowTown_ConnectedRoad. */
1242 enum TownGrowthResult
{
1243 GROWTH_CONTINUE
, ///< continue searching
1244 GROWTH_FAILURE
, ///< growth failed, stop searching
1245 GROWTH_SUCCESS
, ///< growth succeeded, stop searching
1249 * Grows the given town at a tile where there is a connected road.
1250 * @param t The current town
1251 * @param tile The current tile
1252 * @param target_dir The target road dir
1253 * @param cur_rb The current tile RoadBits
1254 * @return The result of the growth attempt
1256 static TownGrowthResult
GrowTown_ConnectedRoad (Town
*t
, TileIndex tile
, DiagDirection target_dir
, RoadBits cur_rb
)
1258 /* Possibly extend the road in a direction.
1259 * Randomize a direction and if it has a road, bail out. */
1260 target_dir
= RandomDiagDir();
1261 if (cur_rb
& DiagDirToRoadBits(target_dir
)) return GROWTH_CONTINUE
;
1263 /* This is the tile we will reach if we extend to this direction. */
1264 TileIndex house_tile
= TileAddByDiagDir(tile
, target_dir
); // position of a possible house
1266 /* Don't walk into water. */
1267 if (HasTileWaterGround(house_tile
)) return GROWTH_CONTINUE
;
1269 if (!IsValidTile(house_tile
)) return GROWTH_CONTINUE
;
1271 bool allow_house
= true; // Value which decides if we want to construct a house
1272 RoadBits rcmd
= ROAD_NONE
; // RoadBits for the road construction command
1273 bool house_built
= false; // Whether a house has been built
1275 if (_settings_game
.economy
.allow_town_roads
|| _generating_world
) {
1276 switch (t
->layout
) {
1277 default: NOT_REACHED();
1279 case TL_3X3_GRID
: // Use 2x2 grid afterwards!
1280 house_built
= GrowTownWithExtraHouse (t
, TileAddByDiagDir(house_tile
, target_dir
));
1283 rcmd
= GetTownRoadGridElement (t
, house_tile
, target_dir
);
1284 allow_house
= (rcmd
== ROAD_NONE
);
1287 case TL_BETTER_ROADS
: // Use original afterwards!
1288 house_built
= GrowTownWithExtraHouse (t
, TileAddByDiagDir(house_tile
, target_dir
));
1291 /* Allow a house at the edge. 60% chance or
1292 * always ok if no road allowed. */
1293 rcmd
= DiagDirToRoadBits(target_dir
);
1294 allow_house
= (!IsRoadAllowedHere (t
, house_tile
, target_dir
) || Chance16(6, 10));
1300 /* Build a house, but not if there already is a house there. */
1301 if (!IsHouseTile(house_tile
)) {
1302 /* Level the land if possible */
1303 if (Chance16(1, 6)) LevelTownLand(house_tile
);
1305 /* And build a house.
1306 * Set result to -1 if we managed to build it. */
1307 if (BuildTownHouse (t
, house_tile
)) house_built
= true;
1309 return house_built
? GROWTH_SUCCESS
: GROWTH_CONTINUE
;
1312 return GrowTownWithRoad (t
, tile
, target_dir
, rcmd
) ? GROWTH_SUCCESS
: GROWTH_FAILURE
;
1316 * Simple heuristic to check if a tile may be usable for town growth.
1317 * @param tile The tile to check.
1318 * @return Whether the tile is usable.
1320 static bool GrowTownTileUsable (TileIndex tile
)
1322 assert (tile
< MapSize());
1324 switch (GetTileType (tile
)) {
1326 return !IsTileSubtype (tile
, TT_GROUND_VOID
);
1329 return IsCoast (tile
);
1336 switch (GetTileSubtype(tile
)) {
1337 case TT_MISC_CROSSING
: return true;
1338 case TT_MISC_TUNNEL
: return GetTunnelTransportType(tile
) == TRANSPORT_ROAD
;
1339 default: return false;
1344 return IsDriveThroughStopTile (tile
);
1347 default: return false;
1352 * Returns "growth" if a house was built, or no if the build failed.
1353 * @param t town to inquiry
1354 * @param tile to inquiry
1355 * @return whether expansion was possible
1357 static bool GrowTownFromTile (Town
*t
, TileIndex tile
)
1359 DiagDirection target_dir
= DIAGDIR_END
; // The direction in which we want to extend the town
1361 assert(tile
< MapSize());
1363 /* Number of times to search.
1364 * Better roads, 2X2 and 3X3 grid grow quite fast so we give
1365 * them a little handicap. */
1367 switch (t
->layout
) {
1368 case TL_BETTER_ROADS
:
1369 iterations
= 10 + t
->cache
.num_houses
* 2 / 9;
1374 iterations
= 10 + t
->cache
.num_houses
* 1 / 9;
1378 iterations
= 10 + t
->cache
.num_houses
* 4 / 9;
1382 while (iterations
-- > 0) {
1383 RoadBits cur_rb
= GetTownRoadBits(tile
); // The RoadBits of the current tile
1385 /* Try to grow the town from this point */
1386 assert(tile
< MapSize());
1387 assert((cur_rb
== ROAD_NONE
) || !HasTileWaterGround(tile
));
1389 if (cur_rb
== ROAD_NONE
) {
1390 assert (IsValidDiagDirection(target_dir
));
1391 return GrowTown_NewRoad (t
, tile
, target_dir
);
1393 } else if (target_dir
!= DIAGDIR_END
&& !(cur_rb
& DiagDirToRoadBits(ReverseDiagDir(target_dir
)))) {
1394 return GrowTown_UnconnectedRoad (t
, tile
, target_dir
, cur_rb
);
1396 } else if (!IsRoadBridgeTile(tile
) && !IsTunnelTile(tile
)) {
1397 switch (GrowTown_ConnectedRoad (t
, tile
, target_dir
, cur_rb
)) {
1398 case GROWTH_CONTINUE
: break;
1399 case GROWTH_FAILURE
: return false;
1400 case GROWTH_SUCCESS
: return true;
1404 if (IsTunnelTile(tile
)) {
1405 /* Reached a tunnel. Continue at the other end if this
1406 * is not the first tile, or half of the times if it is. */
1407 assert (maptile_is_road_tunnel(tile
));
1409 if (target_dir
== DIAGDIR_END
) {
1410 if (Chance16(1, 2)) tile
= GetOtherTunnelEnd (tile
);
1411 target_dir
= ReverseDiagDir (GetTunnelBridgeDirection(tile
));
1413 if (GetTunnelBridgeDirection(tile
) != target_dir
) return false;
1414 tile
= GetOtherTunnelEnd (tile
);
1417 tile
= TileAddByDiagDir (tile
, target_dir
);
1418 if ((IsRoadBridgeTile(tile
) || IsTunnelTile(tile
))
1419 && GetTunnelBridgeDirection(tile
) == (ReverseDiagDir(target_dir
))) {
1423 /* Exclude the source position from the bitmask
1424 * and return if no more road blocks available */
1425 if (target_dir
!= DIAGDIR_END
) cur_rb
&= ~DiagDirToRoadBits(ReverseDiagDir(target_dir
));
1427 /* Select a random bit from the blockmask, walk a step
1428 * and continue the search from there. */
1429 TileIndex target_tile
;
1431 if (cur_rb
== ROAD_NONE
) return false;
1433 RoadBits connect_rb
;
1435 target_dir
= RandomDiagDir();
1436 connect_rb
= DiagDirToRoadBits (target_dir
);
1437 } while (!(cur_rb
& connect_rb
));
1438 cur_rb
^= connect_rb
;
1440 if (IsRoadBridgeTile(tile
) && target_dir
== GetTunnelBridgeDirection(tile
)) {
1441 target_tile
= GetOtherBridgeEnd (tile
);
1445 target_tile
= TileAddByDiagDir (tile
, target_dir
);
1446 if ((IsRoadBridgeTile (target_tile
) || IsTunnelTile (target_tile
))
1447 && GetTunnelBridgeDirection (target_tile
) == (ReverseDiagDir (target_dir
))) {
1451 if (_settings_game
.economy
.allow_town_roads
|| _generating_world
) {
1452 if (GrowTownTileUsable (target_tile
)) break;
1454 connect_rb
= MirrorRoadBits (connect_rb
);
1455 RoadBits target_rb
= GetTownRoadBits (target_tile
);
1456 if ((target_rb
& connect_rb
) != 0 && (target_rb
!= connect_rb
)) break;
1462 if ((IsRoadTile(tile
) || IsLevelCrossingTile(tile
)) && HasTileRoadType(tile
, ROADTYPE_ROAD
)) {
1463 /* Don't allow building over roads of other cities */
1464 if (IsRoadOwner(tile
, ROADTYPE_ROAD
, OWNER_TOWN
) && Town::GetByTile(tile
) != t
) {
1466 } else if (IsRoadOwner(tile
, ROADTYPE_ROAD
, OWNER_NONE
) && _game_mode
== GM_EDITOR
) {
1467 /* If we are in the SE, and this road-piece has no town owner yet, it just found an
1468 * owner :) (happy happy happy road now) */
1469 SetRoadOwner(tile
, ROADTYPE_ROAD
, OWNER_TOWN
);
1470 SetTownIndex(tile
, t
->index
);
1479 * Generate a random road block.
1480 * The probability of a straight road
1481 * is somewhat higher than a curved.
1483 * @return A RoadBits value with 2 bits set
1485 static RoadBits
GenRandomRoadBits()
1487 uint32 r
= Random();
1488 uint a
= GB(r
, 0, 2);
1489 uint b
= GB(r
, 8, 2);
1491 return (RoadBits
)((ROAD_NW
<< a
) + (ROAD_NW
<< b
));
1496 * @param t town to grow
1497 * @return true iff a house was built
1499 static bool GrowTown(Town
*t
)
1501 static const CoordDiff _town_coord_mod
[] = {
1517 /* Current "company" is a town */
1518 Backup
<CompanyByte
> cur_company(_current_company
, OWNER_TOWN
, FILE_LINE
);
1520 TileIndex tile
= t
->xy
; // The tile we are working with ATM
1522 /* Find a road that we can base the construction on. */
1523 const CoordDiff
*ptr
;
1524 for (ptr
= _town_coord_mod
; ptr
!= endof(_town_coord_mod
); ++ptr
) {
1525 if (GetTownRoadBits(tile
) != ROAD_NONE
) {
1526 bool r
= GrowTownFromTile (t
, tile
);
1527 cur_company
.Restore();
1530 tile
= TILE_ADD(tile
, ToTileIndexDiff(*ptr
));
1533 /* No road available, try to build a random road block by
1534 * clearing some land and then building a road there. */
1535 if (_settings_game
.economy
.allow_town_roads
|| _generating_world
) {
1537 for (ptr
= _town_coord_mod
; ptr
!= endof(_town_coord_mod
); ++ptr
) {
1538 /* Only work with plain land that not already has a house */
1539 if (!IsHouseTile(tile
) && IsTileFlat(tile
)) {
1540 if (DoCommand(tile
, 0, 0, DC_AUTO
| DC_NO_WATER
, CMD_LANDSCAPE_CLEAR
).Succeeded()) {
1541 DoCommand(tile
, GenRandomRoadBits(), t
->index
, DC_EXEC
| DC_AUTO
, CMD_BUILD_ROAD
);
1542 cur_company
.Restore();
1546 tile
= TILE_ADD(tile
, ToTileIndexDiff(*ptr
));
1550 cur_company
.Restore();
1554 void UpdateTownRadius(Town
*t
)
1556 static const uint32 _town_squared_town_zone_radius_data
[23][5] = {
1557 { 4, 0, 0, 0, 0}, // 0
1562 { 64, 0, 4, 0, 0}, // 20
1567 { 81, 0, 16, 0, 4}, // 40
1569 { 81, 36, 25, 0, 9},
1570 { 81, 36, 25, 16, 9},
1571 { 81, 49, 0, 25, 9},
1572 { 81, 64, 0, 25, 9}, // 60
1573 { 81, 64, 0, 36, 9},
1574 { 81, 64, 0, 36, 16},
1575 {100, 81, 0, 49, 16},
1576 {100, 81, 0, 49, 25},
1577 {121, 81, 0, 49, 25}, // 80
1578 {121, 81, 0, 49, 25},
1579 {121, 81, 0, 49, 36}, // 88
1582 if (t
->cache
.num_houses
< 92) {
1583 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
));
1585 int mass
= t
->cache
.num_houses
/ 8;
1586 /* Actually we are proportional to sqrt() but that's right because we are covering an area.
1587 * The offsets are to make sure the radii do not decrease in size when going from the table
1588 * to the calculated value.*/
1589 t
->cache
.squared_town_zone_radius
[0] = mass
* 15 - 40;
1590 t
->cache
.squared_town_zone_radius
[1] = mass
* 9 - 15;
1591 t
->cache
.squared_town_zone_radius
[2] = 0;
1592 t
->cache
.squared_town_zone_radius
[3] = mass
* 5 - 5;
1593 t
->cache
.squared_town_zone_radius
[4] = mass
* 3 + 5;
1597 void UpdateTownMaxPass(Town
*t
)
1599 t
->supplied
[CT_PASSENGERS
].old_max
= t
->cache
.population
>> 3;
1600 t
->supplied
[CT_MAIL
].old_max
= t
->cache
.population
>> 4;
1605 * @param tile Center tile of the town.
1606 * @param townnameparts Town name.
1607 * @param city Whether the town is a city.
1608 * @param layout Road layout of the town.
1610 Town::Town (TileIndex tile
, uint32 townnameparts
, bool city
, TownLayout layout
) :
1611 xy (tile
), townnameparams (_settings_game
.game_creation
.town_name
),
1612 townnameparts (townnameparts
), name (NULL
), flags (0),
1613 noise_reached (0), statues (0), have_ratings (0), text (NULL
),
1614 time_until_rebuild (10), grow_counter (0), growth_rate (250),
1615 fund_buildings_months (0), larger_town (city
)
1619 this->cache
.num_houses
= 0;
1620 this->cache
.population
= 0;
1621 UpdateTownRadius (this);
1623 this->exclusivity
= INVALID_COMPANY
;
1624 this->exclusive_counter
= 0;
1626 for (uint i
= 0; i
!= MAX_COMPANIES
; i
++) this->ratings
[i
] = RATING_INITIAL
;
1628 /* Set the default cargo requirement for town growth */
1629 switch (_settings_game
.game_creation
.landscape
) {
1631 if (FindFirstCargoWithTownEffect(TE_FOOD
) != NULL
) this->goal
[TE_FOOD
] = TOWN_GROWTH_WINTER
;
1635 if (FindFirstCargoWithTownEffect(TE_FOOD
) != NULL
) this->goal
[TE_FOOD
] = TOWN_GROWTH_DESERT
;
1636 if (FindFirstCargoWithTownEffect(TE_WATER
) != NULL
) this->goal
[TE_WATER
] = TOWN_GROWTH_DESERT
;
1640 this->layout
= (layout
!= TL_RANDOM
) ? layout
:
1641 (TownLayout
) (TileHash (TileX(tile
), TileY(tile
)) % (NUM_TLS
- 1));
1645 * Does the actual town creation.
1646 * @param tile Where to put it
1647 * @param townnameparts The town name
1648 * @param size Parameter for size determination
1649 * @param city whether to build a city or town
1650 * @param layout the (road) layout of the town
1651 * @param manual was the town placed manually?
1652 * @return The created town
1654 static Town
*DoCreateTown (TileIndex tile
, uint32 townnameparts
,
1655 TownSize size
, bool city
, TownLayout layout
, bool manual
)
1657 Town
*t
= new Town (tile
, townnameparts
, city
, layout
);
1659 int x
= (int)size
* 16 + 3;
1660 if (size
== TSZ_RANDOM
) x
= (Random() & 0xF) + 8;
1661 /* Don't create huge cities when founding town in-game */
1662 if (city
&& (!manual
|| _game_mode
== GM_EDITOR
)) x
*= _settings_game
.economy
.initial_city_size
;
1664 t
->cache
.num_houses
+= x
;
1665 UpdateTownRadius(t
);
1672 t
->cache
.num_houses
-= x
;
1673 UpdateTownRadius(t
);
1674 UpdateTownMaxPass(t
);
1675 UpdateAirportsNoise();
1677 t
->UpdateVirtCoord();
1678 InvalidateWindowData(WC_TOWN_DIRECTORY
, 0, 0);
1679 InvalidateWindowData(WC_SELECT_TOWN
, 0);
1685 * Checks if it's possible to place a town at given tile
1686 * @param tile tile to check
1687 * @return error string or STR_NULL on success
1689 static StringID
TownCanBePlacedHere (TileIndex tile
)
1691 /* Check if too close to the edge of map */
1692 if (DistanceFromEdge(tile
) < 12) {
1693 return STR_ERROR_TOO_CLOSE_TO_EDGE_OF_MAP_SUB
;
1696 /* Check distance to all other towns. */
1697 if (Town::find_any
<DistanceManhattan
> (tile
, 19)) {
1698 return STR_ERROR_TOO_CLOSE_TO_ANOTHER_TOWN
;
1701 /* Can only build on clear flat areas, possibly with trees. */
1702 if (!IsGroundTile(tile
) || !IsTileFlat(tile
)) {
1703 return STR_ERROR_SITE_UNSUITABLE
;
1710 * Verifies this custom name is unique. Only custom names are checked.
1711 * @param name name to check
1712 * @return is this name unique?
1714 static bool IsUniqueTownName(const char *name
)
1719 if (t
->name
!= NULL
&& strcmp(t
->name
, name
) == 0) return false;
1726 * Create a new town.
1727 * @param tile coordinates where town is built
1728 * @param flags type of operation
1729 * @param p1 0..1 size of the town (@see TownSize)
1730 * 2 true iff it should be a city
1731 * 3..5 town road layout (@see TownLayout)
1732 * 6 use random location (randomize \c tile )
1733 * @param p2 town name parts
1734 * @param text Custom name for the town. If empty, the town name parts will be used.
1735 * @return the cost of this operation or an error
1737 CommandCost
CmdFoundTown(TileIndex tile
, DoCommandFlag flags
, uint32 p1
, uint32 p2
, const char *text
)
1739 TownSize size
= Extract
<TownSize
, 0, 2>(p1
);
1740 bool city
= HasBit(p1
, 2);
1741 TownLayout layout
= Extract
<TownLayout
, 3, 3>(p1
);
1742 TownNameParams
par(_settings_game
.game_creation
.town_name
);
1743 bool random
= HasBit(p1
, 6);
1744 uint32 townnameparts
= p2
;
1746 if (size
>= TSZ_END
) return CMD_ERROR
;
1747 if (layout
>= NUM_TLS
) return CMD_ERROR
;
1749 /* Some things are allowed only in the scenario editor and for game scripts. */
1750 if (_game_mode
!= GM_EDITOR
&& _current_company
!= OWNER_DEITY
) {
1751 if (_settings_game
.economy
.found_town
== TF_FORBIDDEN
) return CMD_ERROR
;
1752 if (size
== TSZ_LARGE
) return CMD_ERROR
;
1753 if (random
) return CMD_ERROR
;
1754 if (_settings_game
.economy
.found_town
!= TF_CUSTOM_LAYOUT
&& layout
!= _settings_game
.economy
.town_layout
) {
1757 } else if (_current_company
== OWNER_DEITY
&& random
) {
1758 /* Random parameter is not allowed for Game Scripts. */
1762 if (StrEmpty(text
)) {
1763 /* If supplied name is empty, townnameparts has to generate unique automatic name */
1764 if (!VerifyTownName(townnameparts
, &par
)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE
);
1766 /* If name is not empty, it has to be unique custom name */
1767 if (Utf8StringLength(text
) >= MAX_LENGTH_TOWN_NAME_CHARS
) return CMD_ERROR
;
1768 if (!IsUniqueTownName(text
)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE
);
1771 /* Allocate town struct */
1772 if (!Town::CanAllocateItem()) return_cmd_error(STR_ERROR_TOO_MANY_TOWNS
);
1775 StringID str
= TownCanBePlacedHere (tile
);
1776 if (str
!= STR_NULL
) return_cmd_error(str
);
1779 static const byte price_mult
[][TSZ_RANDOM
+ 1] = {{ 15, 25, 40, 25 }, { 20, 35, 55, 35 }};
1780 /* multidimensional arrays have to have defined length of non-first dimension */
1781 assert_compile(lengthof(price_mult
[0]) == 4);
1783 CommandCost
cost(EXPENSES_OTHER
, _price
[PR_BUILD_TOWN
]);
1784 byte mult
= price_mult
[city
][size
];
1786 cost
.MultiplyCost(mult
);
1788 /* Create the town */
1789 if (flags
& DC_EXEC
) {
1790 if (cost
.GetCost() > GetAvailableMoneyForCommand()) {
1791 _additional_cash_required
= cost
.GetCost();
1792 return CommandCost(EXPENSES_OTHER
);
1795 Backup
<bool> old_generating_world(_generating_world
, true, FILE_LINE
);
1796 UpdateNearestTownForRoadTiles(true);
1799 t
= CreateRandomTown(20, townnameparts
, size
, city
, layout
);
1801 cost
= CommandCost(STR_ERROR_NO_SPACE_FOR_TOWN
);
1803 _new_town_id
= t
->index
;
1806 t
= DoCreateTown (tile
, townnameparts
, size
, city
, layout
, true);
1808 UpdateNearestTownForRoadTiles(false);
1809 old_generating_world
.Restore();
1811 if (t
!= NULL
&& !StrEmpty(text
)) {
1812 t
->name
= xstrdup(text
);
1813 t
->UpdateVirtCoord();
1816 if (_game_mode
!= GM_EDITOR
) {
1817 /* 't' can't be NULL since 'random' is false outside scenedit */
1820 AddNewsItem
<FoundTownNewsItem
> (t
->index
, tile
, _current_company
);
1821 AI::BroadcastNewEvent(new ScriptEventTownFounded(t
->index
));
1822 Game::NewEvent(new ScriptEventTownFounded(t
->index
));
1829 * Towns must all be placed on the same grid or when they eventually
1830 * interpenetrate their road networks will not mesh nicely; this
1831 * function adjusts a tile so that it aligns properly.
1833 * @param tile the tile to start at
1834 * @param layout which town layout algo is in effect
1835 * @return the adjusted tile
1837 static TileIndex
AlignTileToGrid(TileIndex tile
, TownLayout layout
)
1840 case TL_2X2_GRID
: return TileXY(TileX(tile
) - TileX(tile
) % 3, TileY(tile
) - TileY(tile
) % 3);
1841 case TL_3X3_GRID
: return TileXY(TileX(tile
) & ~3, TileY(tile
) & ~3);
1842 default: return tile
;
1847 * Towns must all be placed on the same grid or when they eventually
1848 * interpenetrate their road networks will not mesh nicely; this
1849 * function tells you if a tile is properly aligned.
1851 * @param tile the tile to start at
1852 * @param layout which town layout algo is in effect
1853 * @return true if the tile is in the correct location
1855 static bool IsTileAlignedToGrid(TileIndex tile
, TownLayout layout
)
1858 case TL_2X2_GRID
: return TileX(tile
) % 3 == 0 && TileY(tile
) % 3 == 0;
1859 case TL_3X3_GRID
: return TileX(tile
) % 4 == 0 && TileY(tile
) % 4 == 0;
1860 default: return true;
1865 * Given a spot on the map (presumed to be a water tile), find a good
1866 * coastal spot to build a city. We don't want to build too close to
1867 * the edge if we can help it (since that retards city growth) hence
1868 * the search within a search within a search. O(n*m^2), where n is
1869 * how far to search for land, and m is how far inland to look for a
1872 * @param tile Start looking from this spot.
1873 * @param layout the road layout to search for
1874 * @return tile that was found
1876 static TileIndex
FindNearestGoodCoastalTownSpot(TileIndex tile
, TownLayout layout
)
1878 CircularTileIterator
iter (tile
, 40);
1879 for (TileIndex coast
= iter
; coast
!= INVALID_TILE
; coast
= ++iter
) {
1880 if (IsGroundTile (coast
)) {
1881 /* Search for a good inland spot for a town. */
1882 TileIndex spot_tile
= INVALID_TILE
;
1885 CircularTileIterator
iter (coast
, 10);
1886 for (TileIndex t
= iter
; t
!= INVALID_TILE
; t
= ++iter
) {
1887 if (!IsGroundTile(t
)) continue;
1888 if (!IsTileFlat(t
)) continue;
1889 if (!IsTileAlignedToGrid (t
, layout
)) continue;
1891 uint dist
= GetClosestWaterDistance (t
, true);
1892 if (dist
> spot_dist
) {
1901 /* if we get here just give up */
1902 return INVALID_TILE
;
1905 static Town
*CreateRandomTown(uint attempts
, uint32 townnameparts
, TownSize size
, bool city
, TownLayout layout
)
1907 assert(_game_mode
== GM_EDITOR
|| _generating_world
); // These are the preconditions for CMD_DELETE_TOWN
1909 if (!Town::CanAllocateItem()) return NULL
;
1912 /* Generate a tile index not too close from the edge */
1913 TileIndex tile
= AlignTileToGrid(RandomTile(), layout
);
1915 /* if we tried to place the town on water, slide it over onto
1916 * the nearest likely-looking spot */
1917 if (IsWaterTile(tile
)) {
1918 tile
= FindNearestGoodCoastalTownSpot(tile
, layout
);
1919 if (tile
== INVALID_TILE
) continue;
1922 /* Make sure town can be placed here */
1923 if (TownCanBePlacedHere (tile
) != STR_NULL
) continue;
1925 /* Allocate a town struct */
1926 Town
*t
= DoCreateTown (tile
, townnameparts
, size
, city
, layout
, false);
1928 /* if the population is still 0 at the point, then the
1929 * placement is so bad it couldn't grow at all */
1930 if (t
->cache
.population
> 0) return t
;
1932 Backup
<CompanyByte
> cur_company(_current_company
, OWNER_TOWN
, FILE_LINE
);
1933 CommandCost rc
= DoCommand(t
->xy
, t
->index
, 0, DC_EXEC
, CMD_DELETE_TOWN
);
1934 cur_company
.Restore();
1935 assert(rc
.Succeeded());
1937 /* We already know that we can allocate a single town when
1938 * entering this function. However, we create and delete
1939 * a town which "resets" the allocation checks. As such we
1940 * need to check again when assertions are enabled. */
1941 assert(Town::CanAllocateItem());
1942 } while (--attempts
!= 0);
1947 static const byte _num_initial_towns
[4] = {5, 11, 23, 46}; // very low, low, normal, high
1950 * This function will generate a certain amount of towns, with a certain layout
1951 * It can be called from the scenario editor (i.e.: generate Random Towns)
1952 * as well as from world creation.
1953 * @param layout which towns will be set to, when created
1954 * @return true if towns have been successfully created
1956 bool GenerateTowns(TownLayout layout
)
1958 uint current_number
= 0;
1959 uint difficulty
= (_game_mode
!= GM_EDITOR
) ? _settings_game
.difficulty
.number_towns
: 0;
1960 uint total
= (difficulty
== (uint
)CUSTOM_TOWN_NUMBER_DIFFICULTY
) ? _settings_game
.game_creation
.custom_town_number
: ScaleByMapSize(_num_initial_towns
[difficulty
] + (Random() & 7));
1961 total
= min(Town::Pool::MAX_SIZE
, total
);
1962 uint32 townnameparts
;
1963 TownNames town_names
;
1965 SetGeneratingWorldProgress(GWP_TOWN
, total
);
1967 /* First attempt will be made at creating the suggested number of towns.
1968 * Note that this is really a suggested value, not a required one.
1969 * We would not like the system to lock up just because the user wanted 100 cities on a 64*64 map, would we? */
1971 bool city
= (_settings_game
.economy
.larger_towns
!= 0 && Chance16(1, _settings_game
.economy
.larger_towns
));
1972 IncreaseGeneratingWorldProgress(GWP_TOWN
);
1973 /* Get a unique name for the town. */
1974 if (!GenerateTownName(&townnameparts
, &town_names
)) continue;
1975 /* try 20 times to create a random-sized town for the first loop. */
1976 if (CreateRandomTown(20, townnameparts
, TSZ_RANDOM
, city
, layout
) != NULL
) current_number
++; // If creation was successful, raise a flag.
1981 if (current_number
!= 0) return true;
1983 /* If current_number is still zero at this point, it means that not a single town has been created.
1984 * So give it a last try, but now more aggressive */
1985 if (GenerateTownName(&townnameparts
) &&
1986 CreateRandomTown(10000, townnameparts
, TSZ_RANDOM
, _settings_game
.economy
.larger_towns
!= 0, layout
) != NULL
) {
1990 /* If there are no towns at all and we are generating new game, bail out */
1991 if (Town::GetNumItems() == 0 && _game_mode
!= GM_EDITOR
) {
1992 ShowErrorMessage(STR_ERROR_COULD_NOT_CREATE_TOWN
, INVALID_STRING_ID
, WL_CRITICAL
);
1995 return false; // we are still without a town? we failed, simply
2000 * Returns the bit corresponding to the town zone of the specified tile
2001 * @param t Town on which town zone is to be found
2002 * @param tile TileIndex where town zone needs to be found
2003 * @return the bit position of the given zone, as defined in HouseZones
2005 HouseZonesBits
GetTownRadiusGroup(const Town
*t
, TileIndex tile
)
2007 uint dist
= DistanceSquare(tile
, t
->xy
);
2009 if (t
->fund_buildings_months
&& dist
<= 25) return HZB_TOWN_CENTRE
;
2011 HouseZonesBits smallest
= HZB_TOWN_EDGE
;
2012 for (HouseZonesBits i
= HZB_BEGIN
; i
< HZB_END
; i
++) {
2013 if (dist
< t
->cache
.squared_town_zone_radius
[i
]) smallest
= i
;
2020 * Clears tile and builds a house or house part.
2021 * @param tile tile index
2022 * @param t The town to clear the house for
2023 * @param counter of construction step
2024 * @param stage of construction (used for drawing)
2025 * @param type of house. Index into house specs array
2026 * @param random_bits required for newgrf houses
2027 * @pre house can be built here
2029 static inline void ClearMakeHouseTile(TileIndex tile
, Town
*t
, byte counter
, byte stage
, HouseID type
, byte random_bits
)
2031 CommandCost cc
= DoCommand(tile
, 0, 0, DC_EXEC
| DC_AUTO
| DC_NO_WATER
, CMD_LANDSCAPE_CLEAR
);
2033 assert(cc
.Succeeded());
2035 assert(IsGroundTile(tile
));
2037 IncreaseBuildingCount(t
, type
);
2038 MakeHouseTile(tile
, t
->index
, counter
, stage
, type
, random_bits
, HouseSpec::Get(type
)->processing_time
);
2039 if (HouseSpec::Get(type
)->building_flags
& BUILDING_IS_ANIMATED
) AddAnimatedTile(tile
);
2041 MarkTileDirtyByTile(tile
);
2046 * Write house information into the map. For houses > 1 tile, all tiles are marked.
2047 * @param t tile index
2048 * @param town The town related to this house
2049 * @param counter of construction step
2050 * @param stage of construction (used for drawing)
2051 * @param type of house. Index into house specs array
2052 * @param random_bits required for newgrf houses
2053 * @pre house can be built here
2055 static void MakeTownHouse(TileIndex t
, Town
*town
, byte counter
, byte stage
, HouseID type
, byte random_bits
)
2057 BuildingFlags size
= HouseSpec::Get(type
)->building_flags
;
2059 ClearMakeHouseTile(t
, town
, counter
, stage
, type
, random_bits
);
2060 if (size
& BUILDING_2_TILES_Y
) ClearMakeHouseTile(t
+ TileDiffXY(0, 1), town
, counter
, stage
, ++type
, random_bits
);
2061 if (size
& BUILDING_2_TILES_X
) ClearMakeHouseTile(t
+ TileDiffXY(1, 0), town
, counter
, stage
, ++type
, random_bits
);
2062 if (size
& BUILDING_HAS_4_TILES
) ClearMakeHouseTile(t
+ TileDiffXY(1, 1), town
, counter
, stage
, ++type
, random_bits
);
2067 * Checks if a house can be built here. Important is slope, bridge above
2068 * and ability to clear the land.
2069 * @param tile tile to check
2070 * @param noslope are slopes (foundations) allowed?
2071 * @return true iff house can be built here
2073 static inline bool CanBuildHouseHere(TileIndex tile
, bool noslope
)
2075 /* cannot build on these slopes... */
2076 Slope slope
= GetTileSlope(tile
);
2077 if ((noslope
&& slope
!= SLOPE_FLAT
) || IsSteepSlope(slope
)) return false;
2079 /* building under a bridge? */
2080 if (HasBridgeAbove(tile
)) return false;
2082 /* can we clear the land? */
2083 return DoCommand(tile
, 0, 0, DC_AUTO
| DC_NO_WATER
, CMD_LANDSCAPE_CLEAR
).Succeeded();
2088 * Checks if a house can be built at this tile, must have the same max z as parameter.
2089 * @param tile tile to check
2090 * @param z max z of this tile so more parts of a house are at the same height (with foundation)
2091 * @param noslope are slopes (foundations) allowed?
2092 * @return true iff house can be built here
2093 * @see CanBuildHouseHere()
2095 static inline bool CheckBuildHouseSameZ(TileIndex tile
, int z
, bool noslope
)
2097 if (!CanBuildHouseHere(tile
, noslope
)) return false;
2099 /* if building on slopes is allowed, there will be flattening foundation (to tile max z) */
2100 if (GetTileMaxZ(tile
) != z
) return false;
2107 * Checks if a house of size 2x2 can be built at this tile
2108 * @param tile tile, N corner
2109 * @param z maximum tile z so all tile have the same max z
2110 * @param noslope are slopes (foundations) allowed?
2111 * @return true iff house can be built
2112 * @see CheckBuildHouseSameZ()
2114 static bool CheckFree2x2Area(TileIndex tile
, int z
, bool noslope
)
2116 /* we need to check this tile too because we can be at different tile now */
2117 if (!CheckBuildHouseSameZ(tile
, z
, noslope
)) return false;
2119 for (DiagDirection d
= DIAGDIR_SE
; d
< DIAGDIR_END
; d
++) {
2120 tile
+= TileOffsByDiagDir(d
);
2121 if (!CheckBuildHouseSameZ(tile
, z
, noslope
)) return false;
2129 * Checks if current town layout allows building here
2131 * @param tile tile to check
2132 * @return true iff town layout allows building here
2135 static inline bool TownLayoutAllowsHouseHere(Town
*t
, TileIndex tile
)
2137 /* Allow towns everywhere when we don't build roads */
2138 if (!_settings_game
.economy
.allow_town_roads
&& !_generating_world
) return true;
2140 CoordDiff grid_pos
= TileCoordDiff(t
->xy
, tile
);
2142 switch (t
->layout
) {
2144 if ((grid_pos
.x
% 3) == 0 || (grid_pos
.y
% 3) == 0) return false;
2148 if ((grid_pos
.x
% 4) == 0 || (grid_pos
.y
% 4) == 0) return false;
2160 * Checks if current town layout allows 2x2 building here
2162 * @param tile tile to check
2163 * @return true iff town layout allows 2x2 building here
2166 static inline bool TownLayoutAllows2x2HouseHere(Town
*t
, TileIndex tile
)
2168 /* Allow towns everywhere when we don't build roads */
2169 if (!_settings_game
.economy
.allow_town_roads
&& !_generating_world
) return true;
2171 /* Compute relative position of tile. (Positive offsets are towards north) */
2172 CoordDiff grid_pos
= TileCoordDiff(t
->xy
, tile
);
2174 switch (t
->layout
) {
2178 if ((grid_pos
.x
!= 2 && grid_pos
.x
!= -1) ||
2179 (grid_pos
.y
!= 2 && grid_pos
.y
!= -1)) return false;
2183 if ((grid_pos
.x
& 3) < 2 || (grid_pos
.y
& 3) < 2) return false;
2195 * Checks if 1x2 or 2x1 building is allowed here, also takes into account current town layout
2196 * Also, tests both building positions that occupy this tile
2197 * @param tile tile where the building should be built
2199 * @param maxz all tiles should have the same height
2200 * @param noslope are slopes forbidden?
2201 * @param second diagdir from first tile to second tile
2203 static bool CheckTownBuild2House(TileIndex
*tile
, Town
*t
, int maxz
, bool noslope
, DiagDirection second
)
2205 /* 'tile' is already checked in BuildTownHouse() - CanBuildHouseHere() and slope test */
2207 TileIndex tile2
= *tile
+ TileOffsByDiagDir(second
);
2208 if (TownLayoutAllowsHouseHere(t
, tile2
) && CheckBuildHouseSameZ(tile2
, maxz
, noslope
)) return true;
2210 tile2
= *tile
+ TileOffsByDiagDir(ReverseDiagDir(second
));
2211 if (TownLayoutAllowsHouseHere(t
, tile2
) && CheckBuildHouseSameZ(tile2
, maxz
, noslope
)) {
2221 * Checks if 2x2 building is allowed here, also takes into account current town layout
2222 * Also, tests all four building positions that occupy this tile
2223 * @param tile tile where the building should be built
2225 * @param maxz all tiles should have the same height
2226 * @param noslope are slopes forbidden?
2228 static bool CheckTownBuild2x2House(TileIndex
*tile
, Town
*t
, int maxz
, bool noslope
)
2230 TileIndex tile2
= *tile
;
2232 for (DiagDirection d
= DIAGDIR_SE
;; d
++) { // 'd' goes through DIAGDIR_SE, DIAGDIR_SW, DIAGDIR_NW, DIAGDIR_END
2233 if (TownLayoutAllows2x2HouseHere(t
, tile2
) && CheckFree2x2Area(tile2
, maxz
, noslope
)) {
2237 if (d
== DIAGDIR_END
) break;
2238 tile2
+= TileOffsByDiagDir(ReverseDiagDir(d
)); // go clockwise
2244 /** Get the flag to test/set for building uniqueness in a town. */
2245 static uint
GetHouseUniqueFlags (const HouseSpec
*hs
)
2247 return (hs
->building_flags
& BUILDING_IS_CHURCH
) ? (1 << TOWN_HAS_CHURCH
) :
2248 (hs
->building_flags
& BUILDING_IS_STADIUM
) ? (1 << TOWN_HAS_STADIUM
) :
2253 * Check if a town can have a new house of a given type.
2254 * @param t The town to check.
2255 * @param house The house type that we want to add.
2256 * @param STR_NULL on success, else an error message.
2258 StringID
IsNewTownHouseAllowed (const Town
*t
, HouseID house
)
2260 const HouseSpec
*hs
= HouseSpec::Get(house
);
2262 /* Don't let these counters overflow. Global counters are 32bit, there will never be that many houses. */
2263 if (hs
->class_id
!= HOUSE_NO_CLASS
) {
2264 /* id_count is always <= class_count, so it doesn't need to be checked. */
2265 if (t
->cache
.building_counts
.class_count
[hs
->class_id
] == UINT16_MAX
) {
2266 return STR_ERROR_TOO_MANY_CLASS_HOUSES
;
2269 /* If the house has no class, check id_count instead. */
2270 if (t
->cache
.building_counts
.id_count
[house
] == UINT16_MAX
) {
2271 return STR_ERROR_TOO_MANY_HOUSES
;
2275 /* Special houses that there can be only one of. */
2276 uint oneof
= GetHouseUniqueFlags (hs
);
2277 if (t
->flags
& oneof
) return STR_ERROR_ONLY_ONE_BUILDING_PER_TOWN
;
2283 * Really build a house.
2284 * @param t town to build house in
2285 * @param tile house location
2286 * @param house house type
2287 * @param random_bits random bits for the house
2289 void DoBuildHouse(Town
*t
, TileIndex tile
, HouseID house
, byte random_bits
)
2291 t
->cache
.num_houses
++;
2293 const HouseSpec
*hs
= HouseSpec::Get(house
);
2295 /* Special houses that there can be only one of. */
2296 uint oneof
= GetHouseUniqueFlags (hs
);
2297 assert ((t
->flags
& oneof
) == 0);
2300 byte construction_counter
= 0;
2301 byte construction_stage
= 0;
2303 if (_generating_world
|| _game_mode
== GM_EDITOR
) {
2304 uint32 r
= Random();
2306 construction_stage
= TOWN_HOUSE_COMPLETED
;
2307 if (Chance16(1, 7)) construction_stage
= GB(r
, 0, 2);
2309 if (construction_stage
== TOWN_HOUSE_COMPLETED
) {
2310 ChangePopulation(t
, hs
->population
);
2312 construction_counter
= GB(r
, 2, 2);
2316 MakeTownHouse(tile
, t
, construction_counter
, construction_stage
, house
, random_bits
);
2317 UpdateTownRadius(t
);
2318 UpdateTownCargoes(t
, tile
);
2322 * Tries to build a house at this tile
2323 * @param t town the house will belong to
2324 * @param tile where the house will be built
2325 * @return false iff no house can be built at this tile
2327 static bool BuildTownHouse(Town
*t
, TileIndex tile
)
2329 /* forbidden building here by town layout */
2330 if (!TownLayoutAllowsHouseHere(t
, tile
)) return false;
2332 /* no house allowed at all, bail out */
2333 if (!CanBuildHouseHere(tile
, false)) return false;
2335 Slope slope
= GetTileSlope(tile
);
2336 int maxz
= GetTileMaxZ(tile
);
2338 /* Get the town zone type of the current tile, as well as the climate.
2339 * This will allow to easily compare with the specs of the new house to build */
2340 HouseZonesBits rad
= GetTownRadiusGroup(t
, tile
);
2343 int land
= _settings_game
.game_creation
.landscape
;
2344 if (land
== LT_ARCTIC
&& maxz
> HighestSnowLine()) land
= -1;
2346 uint bitmask
= (1 << rad
) + (1 << (land
+ 12));
2348 /* bits 0-4 are used
2349 * bits 11-15 are used
2350 * bits 5-10 are not used. */
2351 HouseID houses
[NUM_HOUSES
];
2353 uint probs
[NUM_HOUSES
];
2354 uint probability_max
= 0;
2356 /* Generate a list of all possible houses that can be built. */
2357 for (uint i
= 0; i
< NUM_HOUSES
; i
++) {
2358 const HouseSpec
*hs
= HouseSpec::Get(i
);
2360 /* Verify that the candidate house spec matches the current tile status */
2361 if ((~hs
->building_availability
& bitmask
) != 0 || !hs
->enabled
|| hs
->grf_prop
.override
!= INVALID_HOUSE_ID
) continue;
2363 if (IsNewTownHouseAllowed (t
, i
) != STR_NULL
) continue;
2365 /* Without NewHouses, all houses have probability '1' */
2366 uint cur_prob
= (_loaded_newgrf_features
.has_newhouses
? hs
->probability
: 1);
2367 probability_max
+= cur_prob
;
2368 probs
[num
] = cur_prob
;
2369 houses
[num
++] = (HouseID
)i
;
2372 TileIndex baseTile
= tile
;
2374 while (probability_max
> 0) {
2375 /* Building a multitile building can change the location of tile.
2376 * The building would still be built partially on that tile, but
2377 * its northern tile would be elsewhere. However, if the callback
2378 * fails we would be basing further work from the changed tile.
2379 * So a next 1x1 tile building could be built on the wrong tile. */
2382 uint r
= RandomRange(probability_max
);
2384 for (i
= 0; i
< num
; i
++) {
2385 if (probs
[i
] > r
) break;
2389 HouseID house
= houses
[i
];
2390 probability_max
-= probs
[i
];
2392 /* remove tested house from the set */
2394 houses
[i
] = houses
[num
];
2395 probs
[i
] = probs
[num
];
2397 const HouseSpec
*hs
= HouseSpec::Get(house
);
2399 if (_loaded_newgrf_features
.has_newhouses
&& !_generating_world
&&
2400 _game_mode
!= GM_EDITOR
&& (hs
->extra_flags
& BUILDING_IS_HISTORICAL
) != 0) {
2404 if (_cur_year
< hs
->min_year
|| _cur_year
> hs
->max_year
) continue;
2406 /* Make sure there is no slope? */
2407 bool noslope
= (hs
->building_flags
& TILE_NOT_SLOPED
) != 0;
2408 if (noslope
&& slope
!= SLOPE_FLAT
) continue;
2410 if (hs
->building_flags
& TILE_SIZE_2x2
) {
2411 if (!CheckTownBuild2x2House(&tile
, t
, maxz
, noslope
)) continue;
2412 } else if (hs
->building_flags
& TILE_SIZE_2x1
) {
2413 if (!CheckTownBuild2House(&tile
, t
, maxz
, noslope
, DIAGDIR_SW
)) continue;
2414 } else if (hs
->building_flags
& TILE_SIZE_1x2
) {
2415 if (!CheckTownBuild2House(&tile
, t
, maxz
, noslope
, DIAGDIR_SE
)) continue;
2417 /* 1x1 house checks are already done */
2420 byte random_bits
= Random();
2422 if (HasBit(hs
->callback_mask
, CBM_HOUSE_ALLOW_CONSTRUCTION
)) {
2423 uint16 callback_res
= GetHouseCallback(CBID_HOUSE_ALLOW_CONSTRUCTION
, 0, 0, house
, t
, tile
, true, random_bits
);
2424 if (callback_res
!= CALLBACK_FAILED
&& !Convert8bitBooleanCallback(hs
->grf_prop
.grffile
, CBID_HOUSE_ALLOW_CONSTRUCTION
, callback_res
)) continue;
2427 DoBuildHouse(t
, tile
, house
, random_bits
);
2435 * Update data structures when a house is removed
2436 * @param tile Tile of the house
2437 * @param t Town owning the house
2438 * @param house House type
2440 static void DoClearTownHouseHelper(TileIndex tile
, Town
*t
, HouseID house
)
2442 assert(IsHouseTile(tile
));
2443 DecreaseBuildingCount(t
, house
);
2444 DoClearSquare(tile
);
2445 DeleteAnimatedTile(tile
);
2447 DeleteNewGRFInspectWindow(GSF_HOUSES
, tile
);
2451 * Determines if a given HouseID is part of a multitile house.
2452 * The given ID is set to the ID of the north tile and the TileDiff to the north tile is returned.
2454 * @param house Is changed to the HouseID of the north tile of the same house
2455 * @return TileDiff from the tile of the given HouseID to the north tile
2457 TileIndexDiff
GetHouseNorthPart(HouseID
&house
)
2459 if (house
>= 3) { // house id 0,1,2 MUST be single tile houses, or this code breaks.
2460 if (HouseSpec::Get(house
- 1)->building_flags
& TILE_SIZE_2x1
) {
2462 return TileDiffXY(-1, 0);
2463 } else if (HouseSpec::Get(house
- 1)->building_flags
& BUILDING_2_TILES_Y
) {
2465 return TileDiffXY(0, -1);
2466 } else if (HouseSpec::Get(house
- 2)->building_flags
& BUILDING_HAS_4_TILES
) {
2468 return TileDiffXY(-1, 0);
2469 } else if (HouseSpec::Get(house
- 3)->building_flags
& BUILDING_HAS_4_TILES
) {
2471 return TileDiffXY(-1, -1);
2477 void ClearTownHouse(Town
*t
, TileIndex tile
)
2479 assert(IsHouseTile(tile
));
2481 HouseID house
= GetHouseType(tile
);
2483 /* need to align the tile to point to the upper left corner of the house */
2484 tile
+= GetHouseNorthPart(house
); // modifies house to the ID of the north tile
2486 const HouseSpec
*hs
= HouseSpec::Get(house
);
2488 /* Remove population from the town if the house is finished. */
2489 if (IsHouseCompleted(tile
)) {
2490 ChangePopulation(t
, -hs
->population
);
2493 t
->cache
.num_houses
--;
2495 /* Clear flags for houses that only may exist once/town. */
2496 if (hs
->building_flags
& BUILDING_IS_CHURCH
) {
2497 ClrBit(t
->flags
, TOWN_HAS_CHURCH
);
2498 } else if (hs
->building_flags
& BUILDING_IS_STADIUM
) {
2499 ClrBit(t
->flags
, TOWN_HAS_STADIUM
);
2502 /* Do the actual clearing of tiles */
2503 uint eflags
= hs
->building_flags
;
2504 DoClearTownHouseHelper(tile
, t
, house
);
2505 if (eflags
& BUILDING_2_TILES_Y
) DoClearTownHouseHelper(tile
+ TileDiffXY(0, 1), t
, ++house
);
2506 if (eflags
& BUILDING_2_TILES_X
) DoClearTownHouseHelper(tile
+ TileDiffXY(1, 0), t
, ++house
);
2507 if (eflags
& BUILDING_HAS_4_TILES
) DoClearTownHouseHelper(tile
+ TileDiffXY(1, 1), t
, ++house
);
2509 UpdateTownRadius(t
);
2511 /* Update cargo acceptance. */
2512 UpdateTownCargoes(t
, tile
);
2516 * Rename a town (server-only).
2517 * @param tile unused
2518 * @param flags type of operation
2519 * @param p1 town ID to rename
2521 * @param text the new name or an empty string when resetting to the default
2522 * @return the cost of this operation or an error
2524 CommandCost
CmdRenameTown(TileIndex tile
, DoCommandFlag flags
, uint32 p1
, uint32 p2
, const char *text
)
2526 Town
*t
= Town::GetIfValid(p1
);
2527 if (t
== NULL
) return CMD_ERROR
;
2529 bool reset
= StrEmpty(text
);
2532 if (Utf8StringLength(text
) >= MAX_LENGTH_TOWN_NAME_CHARS
) return CMD_ERROR
;
2533 if (!IsUniqueTownName(text
)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE
);
2536 if (flags
& DC_EXEC
) {
2538 t
->name
= reset
? NULL
: xstrdup(text
);
2540 t
->UpdateVirtCoord();
2541 InvalidateWindowData(WC_TOWN_DIRECTORY
, 0, 1);
2542 SetWindowDirty(WC_SELECT_TOWN
, 0);
2543 UpdateAllStationVirtCoords();
2545 return CommandCost();
2549 * Determines the first cargo with a certain town effect
2550 * @param effect Town effect of interest
2551 * @return first active cargo slot with that effect
2553 const CargoSpec
*FindFirstCargoWithTownEffect(TownEffect effect
)
2555 const CargoSpec
*cs
;
2556 FOR_ALL_CARGOSPECS(cs
) {
2557 if (cs
->town_effect
== effect
) return cs
;
2562 static void UpdateTownGrowRate(Town
*t
);
2565 * Change the cargo goal of a town.
2566 * @param tile Unused.
2567 * @param flags Type of operation.
2568 * @param p1 various bitstuffed elements
2569 * - p1 = (bit 0 - 15) - Town ID to cargo game of.
2570 * - p1 = (bit 16 - 23) - TownEffect to change the game of.
2571 * @param p2 The new goal value.
2572 * @param text Unused.
2573 * @return Empty cost or an error.
2575 CommandCost
CmdTownCargoGoal(TileIndex tile
, DoCommandFlag flags
, uint32 p1
, uint32 p2
, const char *text
)
2577 if (_current_company
!= OWNER_DEITY
) return CMD_ERROR
;
2579 TownEffect te
= (TownEffect
)GB(p1
, 16, 8);
2580 if (te
< TE_BEGIN
|| te
>= TE_END
) return CMD_ERROR
;
2582 uint16 index
= GB(p1
, 0, 16);
2583 Town
*t
= Town::GetIfValid(index
);
2584 if (t
== NULL
) return CMD_ERROR
;
2586 /* Validate if there is a cargo which is the requested TownEffect */
2587 const CargoSpec
*cargo
= FindFirstCargoWithTownEffect(te
);
2588 if (cargo
== NULL
) return CMD_ERROR
;
2590 if (flags
& DC_EXEC
) {
2592 UpdateTownGrowRate(t
);
2593 InvalidateWindowData(WC_TOWN_VIEW
, index
);
2596 return CommandCost();
2600 * Set a custom text in the Town window.
2601 * @param tile Unused.
2602 * @param flags Type of operation.
2603 * @param p1 Town ID to change the text of.
2605 * @param text The new text (empty to remove the text).
2606 * @return Empty cost or an error.
2608 CommandCost
CmdTownSetText(TileIndex tile
, DoCommandFlag flags
, uint32 p1
, uint32 p2
, const char *text
)
2610 if (_current_company
!= OWNER_DEITY
) return CMD_ERROR
;
2611 Town
*t
= Town::GetIfValid(p1
);
2612 if (t
== NULL
) return CMD_ERROR
;
2614 if (flags
& DC_EXEC
) {
2616 t
->text
= StrEmpty(text
) ? NULL
: xstrdup(text
);
2617 InvalidateWindowData(WC_TOWN_VIEW
, p1
);
2620 return CommandCost();
2624 * Change the growth rate of the town.
2625 * @param tile Unused.
2626 * @param flags Type of operation.
2627 * @param p1 Town ID to cargo game of.
2628 * @param p2 Amount of days between growth, or TOWN_GROW_RATE_CUSTOM_NONE, or 0 to reset custom growth rate.
2629 * @param text Unused.
2630 * @return Empty cost or an error.
2632 CommandCost
CmdTownGrowthRate(TileIndex tile
, DoCommandFlag flags
, uint32 p1
, uint32 p2
, const char *text
)
2634 if (_current_company
!= OWNER_DEITY
) return CMD_ERROR
;
2635 if ((p2
& TOWN_GROW_RATE_CUSTOM
) != 0 && p2
!= TOWN_GROW_RATE_CUSTOM_NONE
) return CMD_ERROR
;
2636 if (GB(p2
, 16, 16) != 0) return CMD_ERROR
;
2638 Town
*t
= Town::GetIfValid(p1
);
2639 if (t
== NULL
) return CMD_ERROR
;
2641 if (flags
& DC_EXEC
) {
2643 /* Clear TOWN_GROW_RATE_CUSTOM, UpdateTownGrowRate will determine a proper value */
2646 uint old_rate
= t
->growth_rate
& ~TOWN_GROW_RATE_CUSTOM
;
2647 if (t
->grow_counter
>= old_rate
) {
2648 /* This also catches old_rate == 0 */
2649 t
->grow_counter
= p2
;
2651 /* Scale grow_counter, so half finished houses stay half finished */
2652 t
->grow_counter
= t
->grow_counter
* p2
/ old_rate
;
2654 t
->growth_rate
= p2
| TOWN_GROW_RATE_CUSTOM
;
2656 UpdateTownGrowRate(t
);
2657 InvalidateWindowData(WC_TOWN_VIEW
, p1
);
2660 return CommandCost();
2664 * Expand a town (scenario editor only).
2665 * @param tile Unused.
2666 * @param flags Type of operation.
2667 * @param p1 Town ID to expand.
2668 * @param p2 Amount to grow, or 0 to grow a random size up to the current amount of houses.
2669 * @param text Unused.
2670 * @return Empty cost or an error.
2672 CommandCost
CmdExpandTown(TileIndex tile
, DoCommandFlag flags
, uint32 p1
, uint32 p2
, const char *text
)
2674 if (_game_mode
!= GM_EDITOR
&& _current_company
!= OWNER_DEITY
) return CMD_ERROR
;
2675 Town
*t
= Town::GetIfValid(p1
);
2676 if (t
== NULL
) return CMD_ERROR
;
2678 if (flags
& DC_EXEC
) {
2679 /* The more houses, the faster we grow */
2681 uint amount
= RandomRange(ClampToU16(t
->cache
.num_houses
/ 10)) + 3;
2682 t
->cache
.num_houses
+= amount
;
2683 UpdateTownRadius(t
);
2685 uint n
= amount
* 10;
2686 do GrowTown(t
); while (--n
);
2688 t
->cache
.num_houses
-= amount
;
2690 for (; p2
> 0; p2
--) {
2691 /* Try several times to grow, as we are really suppose to grow */
2692 for (uint i
= 0; i
< 25; i
++) if (GrowTown(t
)) break;
2695 UpdateTownRadius(t
);
2697 UpdateTownMaxPass(t
);
2700 return CommandCost();
2704 * Delete a town (scenario editor or worldgen only).
2705 * @param tile Unused.
2706 * @param flags Type of operation.
2707 * @param p1 Town ID to delete.
2709 * @param text Unused.
2710 * @return Empty cost or an error.
2712 CommandCost
CmdDeleteTown(TileIndex tile
, DoCommandFlag flags
, uint32 p1
, uint32 p2
, const char *text
)
2714 if (_game_mode
!= GM_EDITOR
&& !_generating_world
) return CMD_ERROR
;
2715 Town
*t
= Town::GetIfValid(p1
);
2716 if (t
== NULL
) return CMD_ERROR
;
2718 /* Stations refer to towns. */
2720 FOR_ALL_STATIONS(st
) {
2721 if (st
->town
== t
) {
2722 /* Non-oil rig stations are always a problem. */
2723 if (!(st
->facilities
& FACIL_AIRPORT
) || st
->airport
.type
!= AT_OILRIG
) return CMD_ERROR
;
2724 /* We can only automatically delete oil rigs *if* there's no vehicle on them. */
2725 CommandCost ret
= DoCommand(st
->airport
.tile
, 0, 0, flags
, CMD_LANDSCAPE_CLEAR
);
2726 if (ret
.Failed()) return ret
;
2730 /* Depots refer to towns. */
2733 if (d
->town
== t
) return CMD_ERROR
;
2736 /* Check all tiles for town ownership. */
2737 for (TileIndex tile
= 0; tile
< MapSize(); ++tile
) {
2738 bool try_clear
= false;
2739 if (IsHouseTile(tile
)) {
2740 try_clear
= GetTownIndex(tile
) == t
->index
;
2741 } else if (IsIndustryTile(tile
)) {
2742 try_clear
= Industry::GetByTile(tile
)->town
== t
;
2744 switch (GetTileType(tile
)) {
2746 if (IsTunnelTile(tile
)) {
2747 try_clear
= IsTileOwner(tile
, OWNER_TOWN
) && ClosestTownFromTile(tile
) == t
;
2750 if (!IsLevelCrossingTile(tile
)) break;
2753 try_clear
= HasTownOwnedRoad(tile
) && GetTownIndex(tile
) == t
->index
;
2757 if (Town::GetNumItems() == 1) {
2758 /* No towns will be left, remove it! */
2761 Object
*o
= Object::GetByTile(tile
);
2763 if (o
->type
== OBJECT_STATUE
) {
2764 /* Statue... always remove. */
2767 /* Tell to find a new town. */
2768 if (flags
& DC_EXEC
) o
->town
= NULL
;
2779 CommandCost ret
= DoCommand(tile
, 0, 0, flags
, CMD_LANDSCAPE_CLEAR
);
2780 if (ret
.Failed()) return ret
;
2784 /* The town destructor will delete the other things related to the town. */
2785 if (flags
& DC_EXEC
) delete t
;
2787 return CommandCost();
2791 * Factor in the cost of each town action.
2794 const byte _town_action_costs
[TACT_COUNT
] = {
2795 2, 4, 9, 35, 48, 53, 117, 175
2798 static CommandCost
TownActionAdvertiseSmall(Town
*t
, DoCommandFlag flags
)
2800 if (flags
& DC_EXEC
) {
2801 ModifyStationRatingAround(t
->xy
, _current_company
, 0x40, 10);
2803 return CommandCost();
2806 static CommandCost
TownActionAdvertiseMedium(Town
*t
, DoCommandFlag flags
)
2808 if (flags
& DC_EXEC
) {
2809 ModifyStationRatingAround(t
->xy
, _current_company
, 0x70, 15);
2811 return CommandCost();
2814 static CommandCost
TownActionAdvertiseLarge(Town
*t
, DoCommandFlag flags
)
2816 if (flags
& DC_EXEC
) {
2817 ModifyStationRatingAround(t
->xy
, _current_company
, 0xA0, 20);
2819 return CommandCost();
2822 static CommandCost
TownActionRoadRebuild(Town
*t
, DoCommandFlag flags
)
2824 /* Check if the company is allowed to fund new roads. */
2825 if (!_settings_game
.economy
.fund_roads
) return CMD_ERROR
;
2827 if (flags
& DC_EXEC
) {
2828 t
->road_build_months
= 6;
2830 AddNewsItem
<RoadRebuildNewsItem
> (t
->index
, _current_company
);
2831 AI::BroadcastNewEvent(new ScriptEventRoadReconstruction((ScriptCompany::CompanyID
)(Owner
)_current_company
, t
->index
));
2832 Game::NewEvent(new ScriptEventRoadReconstruction((ScriptCompany::CompanyID
)(Owner
)_current_company
, t
->index
));
2834 return CommandCost();
2838 * Check whether the land can be cleared.
2839 * @param tile Tile to check.
2840 * @return The tile can be cleared.
2842 static bool TryClearTile(TileIndex tile
)
2844 Backup
<CompanyByte
> cur_company(_current_company
, OWNER_NONE
, FILE_LINE
);
2845 CommandCost r
= DoCommand(tile
, 0, 0, DC_NONE
, CMD_LANDSCAPE_CLEAR
);
2846 cur_company
.Restore();
2847 return r
.Succeeded();
2851 * Perform a 9x9 tiles circular search from the center of the town
2852 * in order to find a free tile to place a statue
2853 * @param t town to search in
2854 * @param flags Used to check if the statue must be built or not.
2855 * @return Empty cost or an error.
2857 static CommandCost
TownActionBuildStatue(Town
*t
, DoCommandFlag flags
)
2859 static const uint STATUE_NUMBER_INNER_TILES
= 25; // Number of tiles in the center of the city where we try to protect houses.
2861 if (!Object::CanAllocateItem()) return_cmd_error(STR_ERROR_TOO_MANY_OBJECTS
);
2863 TileIndex statue_tile
= INVALID_TILE
;
2864 uint tile_count
= 0;
2865 CircularTileIterator
iter (t
->xy
, 9);
2866 for (TileIndex tile
= iter
; tile
!= INVALID_TILE
; tile
= ++iter
) {
2869 /* Statues can be build on slopes, just like houses. Only the steep slopes is a no go. */
2870 if (IsSteepSlope(GetTileSlope(tile
))) continue;
2871 /* Don't build statues under bridges. */
2872 if (HasBridgeAbove(tile
)) continue;
2874 /* A clear-able open space is always preferred. */
2875 if (IsGroundTile(tile
) && TryClearTile(tile
)) {
2880 bool house
= IsHouseTile(tile
);
2882 if (tile_count
<= STATUE_NUMBER_INNER_TILES
) {
2883 /* Searching inside the inner circle; store first house. */
2884 if (house
&& statue_tile
== INVALID_TILE
&& TryClearTile(tile
)) {
2888 /* If we have reached the end of the inner circle, and have a saved house, terminate the search. */
2889 if (tile_count
== STATUE_NUMBER_INNER_TILES
&& statue_tile
!= INVALID_TILE
) break;
2891 /* Searching outside the circle, just pick the first possible spot. */
2892 if (house
&& TryClearTile(tile
)) {
2898 if (statue_tile
== INVALID_TILE
) return_cmd_error(STR_ERROR_STATUE_NO_SUITABLE_PLACE
);
2900 if (flags
& DC_EXEC
) {
2901 Backup
<CompanyByte
> cur_company(_current_company
, OWNER_NONE
, FILE_LINE
);
2902 DoCommand(statue_tile
, 0, 0, DC_EXEC
, CMD_LANDSCAPE_CLEAR
);
2903 cur_company
.Restore();
2904 BuildObject(OBJECT_STATUE
, statue_tile
, _current_company
, t
);
2905 SetBit(t
->statues
, _current_company
); // Once found and built, "inform" the Town.
2906 MarkTileDirtyByTile(statue_tile
);
2908 return CommandCost();
2911 static CommandCost
TownActionFundBuildings(Town
*t
, DoCommandFlag flags
)
2913 /* Check if it's allowed to buy the rights */
2914 if (!_settings_game
.economy
.fund_buildings
) return CMD_ERROR
;
2916 if (flags
& DC_EXEC
) {
2917 /* Build next tick */
2918 t
->grow_counter
= 1;
2919 /* And grow for 3 months */
2920 t
->fund_buildings_months
= 3;
2922 /* Enable growth (also checking GameScript's opinion) */
2923 UpdateTownGrowRate(t
);
2925 SetWindowDirty(WC_TOWN_VIEW
, t
->index
);
2927 return CommandCost();
2930 static CommandCost
TownActionBuyRights(Town
*t
, DoCommandFlag flags
)
2932 /* Check if it's allowed to buy the rights */
2933 if (!_settings_game
.economy
.exclusive_rights
) return CMD_ERROR
;
2935 if (flags
& DC_EXEC
) {
2936 t
->exclusive_counter
= 12;
2937 t
->exclusivity
= _current_company
;
2939 ModifyStationRatingAround(t
->xy
, _current_company
, 130, 17);
2941 SetWindowClassesDirty(WC_STATION_VIEW
);
2943 /* Spawn news message */
2944 AddNewsItem
<ExclusiveRightsNewsItem
> (t
->index
, Company::Get(_current_company
));
2945 AI::BroadcastNewEvent(new ScriptEventExclusiveTransportRights((ScriptCompany::CompanyID
)(Owner
)_current_company
, t
->index
));
2946 Game::NewEvent(new ScriptEventExclusiveTransportRights((ScriptCompany::CompanyID
)(Owner
)_current_company
, t
->index
));
2948 return CommandCost();
2951 static CommandCost
TownActionBribe(Town
*t
, DoCommandFlag flags
)
2953 if (flags
& DC_EXEC
) {
2954 if (Chance16(1, 14)) {
2955 /* set as unwanted for 6 months */
2956 t
->unwanted
[_current_company
] = 6;
2958 /* set all close by station ratings to 0 */
2960 FOR_ALL_STATIONS(st
) {
2961 if (st
->town
== t
&& st
->owner
== _current_company
) {
2962 for (CargoID i
= 0; i
< NUM_CARGO
; i
++) st
->goods
[i
].rating
= 0;
2966 /* only show error message to the executing player. All errors are handled command.c
2967 * but this is special, because it can only 'fail' on a DC_EXEC */
2968 if (IsLocalCompany()) ShowErrorMessage(STR_ERROR_BRIBE_FAILED
, INVALID_STRING_ID
, WL_INFO
);
2970 /* decrease by a lot!
2971 * ChangeTownRating is only for stuff in demolishing. Bribe failure should
2972 * be independent of any cheat settings
2974 if (t
->ratings
[_current_company
] > RATING_BRIBE_DOWN_TO
) {
2975 t
->ratings
[_current_company
] = RATING_BRIBE_DOWN_TO
;
2976 SetWindowDirty(WC_TOWN_AUTHORITY
, t
->index
);
2979 ChangeTownRating(t
, RATING_BRIBE_UP_STEP
, RATING_BRIBE_MAXIMUM
, DC_EXEC
);
2982 return CommandCost();
2985 typedef CommandCost
TownActionProc(Town
*t
, DoCommandFlag flags
);
2986 static TownActionProc
* const _town_action_proc
[] = {
2987 TownActionAdvertiseSmall
,
2988 TownActionAdvertiseMedium
,
2989 TownActionAdvertiseLarge
,
2990 TownActionRoadRebuild
,
2991 TownActionBuildStatue
,
2992 TownActionFundBuildings
,
2993 TownActionBuyRights
,
2998 * Get a list of available actions to do at a town.
2999 * @param nump if not NULL add put the number of available actions in it
3000 * @param cid the company that is querying the town
3001 * @param t the town that is queried
3002 * @return bitmasked value of enabled actions
3004 uint
GetMaskOfTownActions(int *nump
, CompanyID cid
, const Town
*t
)
3007 TownActions buttons
= TACT_NONE
;
3009 /* Spectators and unwanted have no options */
3010 if (cid
!= COMPANY_SPECTATOR
&& !(_settings_game
.economy
.bribe
&& t
->unwanted
[cid
])) {
3012 /* Things worth more than this are not shown */
3013 Money avail
= Company::Get(cid
)->money
+ _price
[PR_STATION_VALUE
] * 200;
3015 /* Check the action bits for validity and
3016 * if they are valid add them */
3017 for (uint i
= 0; i
!= lengthof(_town_action_costs
); i
++) {
3018 const TownActions cur
= (TownActions
)(1 << i
);
3020 /* Is the company not able to bribe ? */
3021 if (cur
== TACT_BRIBE
&& (!_settings_game
.economy
.bribe
|| t
->ratings
[cid
] >= RATING_BRIBE_MAXIMUM
)) continue;
3023 /* Is the company not able to buy exclusive rights ? */
3024 if (cur
== TACT_BUY_RIGHTS
&& !_settings_game
.economy
.exclusive_rights
) continue;
3026 /* Is the company not able to fund buildings ? */
3027 if (cur
== TACT_FUND_BUILDINGS
&& !_settings_game
.economy
.fund_buildings
) continue;
3029 /* Is the company not able to fund local road reconstruction? */
3030 if (cur
== TACT_ROAD_REBUILD
&& !_settings_game
.economy
.fund_roads
) continue;
3032 /* Is the company not able to build a statue ? */
3033 if (cur
== TACT_BUILD_STATUE
&& HasBit(t
->statues
, cid
)) continue;
3035 if (avail
>= _town_action_costs
[i
] * _price
[PR_TOWN_ACTION
] >> 8) {
3042 if (nump
!= NULL
) *nump
= num
;
3048 * This performs an action such as advertising, building a statue, funding buildings,
3049 * but also bribing the town-council
3050 * @param tile unused
3051 * @param flags type of operation
3052 * @param p1 town to do the action at
3053 * @param p2 action to perform, @see _town_action_proc for the list of available actions
3054 * @param text unused
3055 * @return the cost of this operation or an error
3057 CommandCost
CmdDoTownAction(TileIndex tile
, DoCommandFlag flags
, uint32 p1
, uint32 p2
, const char *text
)
3059 Town
*t
= Town::GetIfValid(p1
);
3060 if (t
== NULL
|| p2
>= lengthof(_town_action_proc
)) return CMD_ERROR
;
3062 if (!HasBit(GetMaskOfTownActions(NULL
, _current_company
, t
), p2
)) return CMD_ERROR
;
3064 CommandCost
cost(EXPENSES_OTHER
, _price
[PR_TOWN_ACTION
] * _town_action_costs
[p2
] >> 8);
3066 CommandCost ret
= _town_action_proc
[p2
](t
, flags
);
3067 if (ret
.Failed()) return ret
;
3069 if (flags
& DC_EXEC
) {
3070 SetWindowDirty(WC_TOWN_AUTHORITY
, p1
);
3076 static void UpdateTownRating(Town
*t
)
3078 /* Increase company ratings if they're low */
3080 FOR_ALL_COMPANIES(c
) {
3081 if (t
->ratings
[c
->index
] < RATING_GROWTH_MAXIMUM
) {
3082 t
->ratings
[c
->index
] = min((int)RATING_GROWTH_MAXIMUM
, t
->ratings
[c
->index
] + RATING_GROWTH_UP_STEP
);
3087 FOR_ALL_STATIONS(st
) {
3088 if (DistanceSquare(st
->xy
, t
->xy
) <= t
->cache
.squared_town_zone_radius
[0]) {
3089 if (st
->time_since_load
<= 20 || st
->time_since_unload
<= 20) {
3090 if (Company::IsValidID(st
->owner
)) {
3091 int new_rating
= t
->ratings
[st
->owner
] + RATING_STATION_UP_STEP
;
3092 t
->ratings
[st
->owner
] = min(new_rating
, INT16_MAX
); // do not let it overflow
3095 if (Company::IsValidID(st
->owner
)) {
3096 int new_rating
= t
->ratings
[st
->owner
] + RATING_STATION_DOWN_STEP
;
3097 t
->ratings
[st
->owner
] = max(new_rating
, INT16_MIN
);
3103 /* clamp all ratings to valid values */
3104 for (uint i
= 0; i
< MAX_COMPANIES
; i
++) {
3105 t
->ratings
[i
] = Clamp(t
->ratings
[i
], RATING_MINIMUM
, RATING_MAXIMUM
);
3108 SetWindowDirty(WC_TOWN_AUTHORITY
, t
->index
);
3111 static void UpdateTownGrowRate(Town
*t
)
3113 ClrBit(t
->flags
, TOWN_IS_GROWING
);
3114 SetWindowDirty(WC_TOWN_VIEW
, t
->index
);
3116 if (_settings_game
.economy
.town_growth_rate
== 0 && t
->fund_buildings_months
== 0) return;
3118 if (t
->fund_buildings_months
== 0) {
3119 /* Check if all goals are reached for this town to grow (given we are not funding it) */
3120 for (int i
= TE_BEGIN
; i
< TE_END
; i
++) {
3121 switch (t
->goal
[i
]) {
3122 case TOWN_GROWTH_WINTER
:
3123 if (TileHeight(t
->xy
) >= GetSnowLine() && t
->received
[i
].old_act
== 0 && t
->cache
.population
> 90) return;
3125 case TOWN_GROWTH_DESERT
:
3126 if (GetTropicZone(t
->xy
) == TROPICZONE_DESERT
&& t
->received
[i
].old_act
== 0 && t
->cache
.population
> 60) return;
3129 if (t
->goal
[i
] > t
->received
[i
].old_act
) return;
3135 if ((t
->growth_rate
& TOWN_GROW_RATE_CUSTOM
) != 0) {
3136 if (t
->growth_rate
!= TOWN_GROW_RATE_CUSTOM_NONE
) SetBit(t
->flags
, TOWN_IS_GROWING
);
3137 SetWindowDirty(WC_TOWN_VIEW
, t
->index
);
3142 * Towns are processed every TOWN_GROWTH_TICKS ticks, and this is the
3143 * number of times towns are processed before a new building is built.
3145 static const uint16 _grow_count_values
[2][6] = {
3146 { 120, 120, 120, 100, 80, 60 }, // Fund new buildings has been activated
3147 { 320, 420, 300, 220, 160, 100 } // Normal values
3153 FOR_ALL_STATIONS(st
) {
3154 if (DistanceSquare(st
->xy
, t
->xy
) <= t
->cache
.squared_town_zone_radius
[0]) {
3155 if (st
->time_since_load
<= 20 || st
->time_since_unload
<= 20) {
3163 if (t
->fund_buildings_months
!= 0) {
3164 m
= _grow_count_values
[0][min(n
, 5)];
3166 m
= _grow_count_values
[1][min(n
, 5)];
3167 if (n
== 0 && !Chance16(1, 12)) return;
3170 /* Use the normal growth rate values if new buildings have been funded in
3171 * this town and the growth rate is set to none. */
3172 uint growth_multiplier
= _settings_game
.economy
.town_growth_rate
!= 0 ? _settings_game
.economy
.town_growth_rate
- 1 : 1;
3174 m
>>= growth_multiplier
;
3175 if (t
->larger_town
) m
/= 2;
3177 t
->growth_rate
= m
/ (t
->cache
.num_houses
/ 50 + 1);
3178 t
->grow_counter
= min(t
->growth_rate
, t
->grow_counter
);
3180 SetBit(t
->flags
, TOWN_IS_GROWING
);
3181 SetWindowDirty(WC_TOWN_VIEW
, t
->index
);
3184 static void UpdateTownAmounts(Town
*t
)
3186 for (CargoID i
= 0; i
< NUM_CARGO
; i
++) t
->supplied
[i
].NewMonth();
3187 for (int i
= TE_BEGIN
; i
< TE_END
; i
++) t
->received
[i
].NewMonth();
3188 if (t
->fund_buildings_months
!= 0) t
->fund_buildings_months
--;
3190 SetWindowDirty(WC_TOWN_VIEW
, t
->index
);
3193 static void UpdateTownUnwanted(Town
*t
)
3197 FOR_ALL_COMPANIES(c
) {
3198 if (t
->unwanted
[c
->index
] > 0) t
->unwanted
[c
->index
]--;
3203 * Checks whether the local authority allows construction of a new station (rail, road, airport, dock) on the given tile
3204 * @param tile The tile where the station shall be constructed.
3205 * @param flags Command flags. DC_NO_TEST_TOWN_RATING is tested.
3206 * @return Succeeded or failed command.
3208 CommandCost
CheckIfAuthorityAllowsNewStation(TileIndex tile
, DoCommandFlag flags
)
3210 if (!Company::IsValidID(_current_company
) || (flags
& DC_NO_TEST_TOWN_RATING
)) return CommandCost();
3212 Town
*t
= LocalAuthorityTownFromTile(tile
);
3213 if (t
== NULL
) return CommandCost();
3215 if (t
->ratings
[_current_company
] > RATING_VERYPOOR
) return CommandCost();
3217 SetDParam(0, t
->index
);
3218 return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS
);
3222 * Return the town closest to the given tile.
3223 * @param tile Starting point of the search.
3224 * @return Closest town to \a tile, or \c NULL if there are no towns.
3226 * @note This function only uses distance, the #ClosestTownFromTile function also takes town ownership into account.
3228 Town
*CalcClosestTownFromTile(TileIndex tile
)
3231 uint best
= UINT_MAX
;
3232 Town
*best_town
= NULL
;
3235 uint dist
= DistanceManhattan(tile
, t
->xy
);
3246 * Return the town closest (in distance or ownership) to a given tile, within a given threshold.
3247 * @param tile Starting point of the search.
3248 * @param threshold Biggest allowed distance to the town.
3249 * @return Closest town to \a tile within \a threshold, or \c NULL if there is no such town.
3251 * @note If you only care about distance, you can use the #CalcClosestTownFromTile function.
3253 Town
*ClosestTownFromTile(TileIndex tile
, uint threshold
)
3255 if (IsHouseTile(tile
)) {
3256 return Town::GetByTile(tile
);
3257 } else if (IsRoadTile(tile
) || IsLevelCrossingTile(tile
)) {
3258 if (HasTownOwnedRoad(tile
)) return Town::GetByTile(tile
);
3260 TownID tid
= GetTownIndex(tile
);
3262 if (tid
== (TownID
)INVALID_TOWN
) {
3263 /* in the case we are generating "many random towns", this value may be INVALID_TOWN */
3264 if (_generating_world
) return threshold
== UINT_MAX
? CalcClosestTownFromTile(tile
) : Town::find_closest
<DistanceManhattan
> (tile
, threshold
- 1);
3265 assert(Town::GetNumItems() == 0);
3269 assert(Town::IsValidID(tid
));
3270 Town
*town
= Town::Get(tid
);
3272 if (DistanceManhattan(tile
, town
->xy
) >= threshold
) town
= NULL
;
3277 return threshold
== UINT_MAX
? CalcClosestTownFromTile(tile
) : Town::find_closest
<DistanceManhattan
> (tile
, threshold
- 1);
3280 static bool _town_rating_test
= false; ///< If \c true, town rating is in test-mode.
3281 static SmallMap
<const Town
*, int, 4> _town_test_ratings
; ///< Map of towns to modified ratings, while in town rating test-mode.
3284 * Switch the town rating to test-mode, to allow commands to be tested without affecting current ratings.
3285 * The function is safe to use in nested calls.
3286 * @param mode Test mode switch (\c true means go to test-mode, \c false means leave test-mode).
3288 void SetTownRatingTestMode(bool mode
)
3290 static int ref_count
= 0; // Number of times test-mode is switched on.
3292 if (ref_count
== 0) {
3293 _town_test_ratings
.Clear();
3297 assert(ref_count
> 0);
3300 _town_rating_test
= !(ref_count
== 0);
3304 * Get the rating of a town for the #_current_company.
3305 * @param t Town to get the rating from.
3306 * @return Rating of the current company in the given town.
3308 static int GetRating(const Town
*t
)
3310 if (_town_rating_test
) {
3311 SmallMap
<const Town
*, int>::iterator it
= _town_test_ratings
.Find(t
);
3312 if (it
!= _town_test_ratings
.End()) {
3316 return t
->ratings
[_current_company
];
3320 * Changes town rating of the current company
3321 * @param t Town to affect
3322 * @param add Value to add
3323 * @param max Minimum (add < 0) resp. maximum (add > 0) rating that should be achievable with this change.
3324 * @param flags Command flags, especially DC_NO_MODIFY_TOWN_RATING is tested
3326 void ChangeTownRating(Town
*t
, int add
, int max
, DoCommandFlag flags
)
3328 /* if magic_bulldozer cheat is active, town doesn't penalize for removing stuff */
3329 if (t
== NULL
|| (flags
& DC_NO_MODIFY_TOWN_RATING
) ||
3330 !Company::IsValidID(_current_company
) ||
3331 (_cheats
.magic_bulldozer
.value
&& add
< 0)) {
3335 int rating
= GetRating(t
);
3339 if (rating
< max
) rating
= max
;
3344 if (rating
> max
) rating
= max
;
3347 if (_town_rating_test
) {
3348 _town_test_ratings
[t
] = rating
;
3350 SetBit(t
->have_ratings
, _current_company
);
3351 t
->ratings
[_current_company
] = rating
;
3352 SetWindowDirty(WC_TOWN_AUTHORITY
, t
->index
);
3357 * Does the town authority allow the (destructive) action of the current company?
3358 * @param flags Checking flags of the command.
3359 * @param t Town that must allow the company action.
3360 * @param type Type of action that is wanted.
3361 * @return A succeeded command if the action is allowed, a failed command if it is not allowed.
3363 CommandCost
CheckforTownRating(DoCommandFlag flags
, Town
*t
, TownRatingCheckType type
)
3365 /* if magic_bulldozer cheat is active, town doesn't restrict your destructive actions */
3366 if (t
== NULL
|| !Company::IsValidID(_current_company
) ||
3367 _cheats
.magic_bulldozer
.value
|| (flags
& DC_NO_TEST_TOWN_RATING
)) {
3368 return CommandCost();
3371 /* minimum rating needed to be allowed to remove stuff */
3372 static const int needed_rating
[][TOWN_RATING_CHECK_TYPE_COUNT
] = {
3373 /* ROAD_REMOVE, TUNNELBRIDGE_REMOVE */
3374 { RATING_ROAD_NEEDED_PERMISSIVE
, RATING_TUNNEL_BRIDGE_NEEDED_PERMISSIVE
}, // Permissive
3375 { RATING_ROAD_NEEDED_NEUTRAL
, RATING_TUNNEL_BRIDGE_NEEDED_NEUTRAL
}, // Neutral
3376 { RATING_ROAD_NEEDED_HOSTILE
, RATING_TUNNEL_BRIDGE_NEEDED_HOSTILE
}, // Hostile
3379 /* check if you're allowed to remove the road/bridge/tunnel
3380 * owned by a town no removal if rating is lower than ... depends now on
3381 * difficulty setting. Minimum town rating selected by difficulty level
3383 int needed
= needed_rating
[_settings_game
.difficulty
.town_council_tolerance
][type
];
3385 if (GetRating(t
) < needed
) {
3386 SetDParam(0, t
->index
);
3387 return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS
);
3390 return CommandCost();
3393 void TownsMonthlyLoop()
3398 if (t
->road_build_months
!= 0) t
->road_build_months
--;
3400 if (t
->exclusive_counter
!= 0) {
3401 if (--t
->exclusive_counter
== 0) t
->exclusivity
= INVALID_COMPANY
;
3404 UpdateTownAmounts(t
);
3405 UpdateTownRating(t
);
3406 UpdateTownGrowRate(t
);
3407 UpdateTownUnwanted(t
);
3408 UpdateTownCargoes(t
);
3411 UpdateTownCargoBitmap();
3414 void TownsYearlyLoop()
3416 /* Increment house ages */
3417 for (TileIndex t
= 0; t
< MapSize(); t
++) {
3418 if (!IsHouseTile(t
)) continue;
3419 IncrementHouseAge(t
);
3423 static CommandCost
TerraformTile_Town(TileIndex tile
, DoCommandFlag flags
, int z_new
, Slope tileh_new
)
3425 if (AutoslopeEnabled()) {
3426 HouseID house
= GetHouseType(tile
);
3427 GetHouseNorthPart(house
); // modifies house to the ID of the north tile
3428 const HouseSpec
*hs
= HouseSpec::Get(house
);
3430 /* Here we differ from TTDP by checking TILE_NOT_SLOPED */
3431 if (((hs
->building_flags
& TILE_NOT_SLOPED
) == 0) && !IsSteepSlope(tileh_new
) &&
3432 (GetTileMaxZ(tile
) == z_new
+ GetSlopeMaxZ(tileh_new
))) {
3433 bool allow_terraform
= true;
3435 /* Call the autosloping callback per tile, not for the whole building at once. */
3436 house
= GetHouseType(tile
);
3437 hs
= HouseSpec::Get(house
);
3438 if (HasBit(hs
->callback_mask
, CBM_HOUSE_AUTOSLOPE
)) {
3439 /* If the callback fails, allow autoslope. */
3440 uint16 res
= GetHouseCallback(CBID_HOUSE_AUTOSLOPE
, 0, 0, house
, Town::GetByTile(tile
), tile
);
3441 if (res
!= CALLBACK_FAILED
&& ConvertBooleanCallback(hs
->grf_prop
.grffile
, CBID_HOUSE_AUTOSLOPE
, res
)) allow_terraform
= false;
3444 if (allow_terraform
) return CommandCost(EXPENSES_CONSTRUCTION
, _price
[PR_BUILD_FOUNDATION
]);
3448 return DoCommand(tile
, 0, 0, flags
, CMD_LANDSCAPE_CLEAR
);
3451 /** Tile callback functions for a town */
3452 extern const TileTypeProcs _tile_type_town_procs
= {
3453 DrawTile_Town
, // draw_tile_proc
3454 GetSlopePixelZ_Town
, // get_slope_z_proc
3455 ClearTile_Town
, // clear_tile_proc
3456 AddAcceptedCargo_Town
, // add_accepted_cargo_proc
3457 GetTileDesc_Town
, // get_tile_desc_proc
3458 NULL
, // get_tile_railway_status_proc
3459 NULL
, // get_tile_road_status_proc
3460 NULL
, // get_tile_waterway_status_proc
3461 NULL
, // click_tile_proc
3462 AnimateTile_Town
, // animate_tile_proc
3463 TileLoop_Town
, // tile_loop_proc
3464 ChangeTileOwner_Town
, // change_tile_owner_proc
3465 AddProducedCargo_Town
, // add_produced_cargo_proc
3466 GetFoundation_Town
, // get_foundation_proc
3467 TerraformTile_Town
, // terraform_tile_proc
3471 HouseSpec _house_specs
[NUM_HOUSES
];
3475 memset(&_house_specs
, 0, sizeof(_house_specs
));
3476 memcpy(&_house_specs
, &_original_house_specs
, sizeof(_original_house_specs
));
3478 /* Reset any overrides that have been set. */
3479 _house_mngr
.ResetOverride();