Handle invalid strings from game scripts more leniently
[openttd/fttd.git] / src / town_cmd.cpp
blobab5677230eac4ff6c240434ec0ef4b00f0381087
1 /* $Id$ */
3 /*
4 * This file is part of OpenTTD.
5 * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
6 * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
7 * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
8 */
10 /** @file town_cmd.cpp Handling of town tiles. */
12 #include "stdafx.h"
13 #include "road_internal.h" /* Cleaning up road bits */
14 #include "road_cmd.h"
15 #include "landscape.h"
16 #include "viewport_func.h"
17 #include "cmd_helper.h"
18 #include "command_func.h"
19 #include "industry.h"
20 #include "station_base.h"
21 #include "company_base.h"
22 #include "news_func.h"
23 #include "error.h"
24 #include "object.h"
25 #include "genworld.h"
26 #include "newgrf_debug.h"
27 #include "newgrf_house.h"
28 #include "newgrf_text.h"
29 #include "autoslope.h"
30 #include "map/zoneheight.h"
31 #include "map/road.h"
32 #include "map/tunnelbridge.h"
33 #include "strings_func.h"
34 #include "window_func.h"
35 #include "string_func.h"
36 #include "newgrf_cargo.h"
37 #include "cheat_type.h"
38 #include "animated_tile_func.h"
39 #include "date_func.h"
40 #include "subsidy_func.h"
41 #include "core/pool_func.hpp"
42 #include "town.h"
43 #include "townname_func.h"
44 #include "core/random_func.hpp"
45 #include "core/backup_type.hpp"
46 #include "depot_base.h"
47 #include "map/object.h"
48 #include "object_base.h"
49 #include "ai/ai.hpp"
50 #include "game/game.hpp"
51 #include "bridge.h"
52 #include "map/util.h"
54 #include "table/strings.h"
55 #include "table/town_land.h"
57 TownID _new_town_id;
58 uint32 _town_cargoes_accepted; ///< Bitmap of all cargoes accepted by houses.
60 /* Initialize the town-pool */
61 TownPool _town_pool("Town");
62 INSTANTIATE_POOL_METHODS(Town)
64 Town::~Town()
66 free(this->name);
67 free(this->text);
69 if (CleaningPool()) return;
71 /* Delete town authority window
72 * and remove from list of sorted towns */
73 DeleteWindowById(WC_TOWN_VIEW, this->index);
75 /* Check no industry is related to us. */
76 const Industry *i;
77 FOR_ALL_INDUSTRIES(i) assert(i->town != this);
79 /* ... and no object is related to us. */
80 const Object *o;
81 FOR_ALL_OBJECTS(o) assert(o->town != this);
83 /* Check no tile is related to us. */
84 for (TileIndex tile = 0; tile < MapSize(); ++tile) {
85 if (IsHouseTile(tile)) {
86 assert(GetTownIndex(tile) != this->index);
87 } else {
88 switch (GetTileType(tile)) {
89 case TT_MISC:
90 if (IsTunnelTile(tile)) {
91 assert(!IsTileOwner(tile, OWNER_TOWN) || ClosestTownFromTile(tile, UINT_MAX) != this);
92 break;
94 if (!IsLevelCrossingTile(tile)) break;
95 /* fall through */
96 case TT_ROAD:
97 assert(!HasTownOwnedRoad(tile) || GetTownIndex(tile) != this->index);
98 break;
100 default:
101 break;
106 /* Clear the persistent storage list. */
107 this->psa_list.clear();
109 DeleteSubsidyWith(ST_TOWN, this->index);
110 DeleteNewGRFInspectWindow(GSF_FAKE_TOWNS, this->index);
111 CargoPacket::InvalidateAllFrom(ST_TOWN, this->index);
112 MarkWholeScreenDirty();
117 * Invalidating of the "nearest town cache" has to be done
118 * after removing item from the pool.
119 * @param index index of deleted item
121 void Town::PostDestructor(size_t index)
123 InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 0);
124 UpdateNearestTownForRoadTiles(false);
126 /* Give objects a new home! */
127 Object *o;
128 FOR_ALL_OBJECTS(o) {
129 if (o->town == NULL) o->town = CalcClosestTownFromTile(o->location.tile, UINT_MAX);
134 * Assigns town layout. If Random, generates one based on TileHash.
136 void Town::InitializeLayout(TownLayout layout)
138 if (layout != TL_RANDOM) {
139 this->layout = layout;
140 return;
143 this->layout = TileHash(TileX(this->xy), TileY(this->xy)) % (NUM_TLS - 1);
147 * Return a random valid town.
148 * @return random town, NULL if there are no towns
150 /* static */ Town *Town::GetRandom()
152 if (Town::GetNumItems() == 0) return NULL;
153 int num = RandomRange((uint16)Town::GetNumItems());
154 size_t index = MAX_UVALUE(size_t);
156 while (num >= 0) {
157 num--;
158 index++;
160 /* Make sure we have a valid town */
161 while (!Town::IsValidID(index)) {
162 index++;
163 assert(index < Town::GetPoolSize());
167 return Town::Get(index);
171 * Get the cost for removing this house
172 * @return the cost (inflation corrected etc)
174 Money HouseSpec::GetRemovalCost() const
176 return (_price[PR_CLEAR_HOUSE] * this->removal_cost) >> 8;
179 // Local
180 static int _grow_town_result;
182 /* Describe the possible states */
183 enum TownGrowthResult {
184 GROWTH_SUCCEED = -1,
185 GROWTH_SEARCH_STOPPED = 0
186 // GROWTH_SEARCH_RUNNING >= 1
189 static bool BuildTownHouse(Town *t, TileIndex tile);
190 static Town *CreateRandomTown(uint attempts, uint32 townnameparts, TownSize size, bool city, TownLayout layout);
192 static void TownDrawHouseLift(const TileInfo *ti)
194 AddChildSpriteScreen(SPR_LIFT, PAL_NONE, 14, 60 - GetLiftPosition(ti->tile));
197 typedef void TownDrawTileProc(const TileInfo *ti);
198 static TownDrawTileProc * const _town_draw_tile_procs[1] = {
199 TownDrawHouseLift
203 * Return a random direction
205 * @return a random direction
207 static inline DiagDirection RandomDiagDir()
209 return (DiagDirection)(3 & Random());
213 * House Tile drawing handler.
214 * Part of the tile loop process
215 * @param ti TileInfo of the tile to draw
217 static void DrawTile_Town(TileInfo *ti)
219 HouseID house_id = GetHouseType(ti->tile);
221 if (house_id >= NEW_HOUSE_OFFSET) {
222 /* Houses don't necessarily need new graphics. If they don't have a
223 * spritegroup associated with them, then the sprite for the substitute
224 * house id is drawn instead. */
225 if (HouseSpec::Get(house_id)->grf_prop.spritegroup[0] != NULL) {
226 DrawNewHouseTile(ti, house_id);
227 return;
228 } else {
229 house_id = HouseSpec::Get(house_id)->grf_prop.subst_id;
233 /* Retrieve pointer to the draw town tile struct */
234 const DrawBuildingsTileStruct *dcts = &_town_draw_tile_data[house_id << 4 | TileHash2Bit(ti->x, ti->y) << 2 | GetHouseBuildingStage(ti->tile)];
236 if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, FOUNDATION_LEVELED);
238 DrawGroundSprite(dcts->ground.sprite, dcts->ground.pal);
240 /* If houses are invisible, do not draw the upper part */
241 if (IsInvisibilitySet(TO_HOUSES)) return;
243 /* Add a house on top of the ground? */
244 SpriteID image = dcts->building.sprite;
245 if (image != 0) {
246 AddSortableSpriteToDraw(image, dcts->building.pal,
247 ti->x + dcts->subtile_x,
248 ti->y + dcts->subtile_y,
249 dcts->width,
250 dcts->height,
251 dcts->dz,
252 ti->z,
253 IsTransparencySet(TO_HOUSES)
256 if (IsTransparencySet(TO_HOUSES)) return;
260 int proc = dcts->draw_proc - 1;
262 if (proc >= 0) _town_draw_tile_procs[proc](ti);
266 static int GetSlopePixelZ_Town(TileIndex tile, uint x, uint y)
268 return GetTileMaxPixelZ(tile);
271 /** Tile callback routine */
272 static Foundation GetFoundation_Town(TileIndex tile, Slope tileh)
274 HouseID hid = GetHouseType(tile);
276 /* For NewGRF house tiles we might not be drawing a foundation. We need to
277 * account for this, as other structures should
278 * draw the wall of the foundation in this case.
280 if (hid >= NEW_HOUSE_OFFSET) {
281 const HouseSpec *hs = HouseSpec::Get(hid);
282 if (hs->grf_prop.spritegroup[0] != NULL && HasBit(hs->callback_mask, CBM_HOUSE_DRAW_FOUNDATIONS)) {
283 uint32 callback_res = GetHouseCallback(CBID_HOUSE_DRAW_FOUNDATIONS, 0, 0, hid, Town::GetByTile(tile), tile);
284 if (callback_res != CALLBACK_FAILED && !ConvertBooleanCallback(hs->grf_prop.grffile, CBID_HOUSE_DRAW_FOUNDATIONS, callback_res)) return FOUNDATION_NONE;
287 return FlatteningFoundation(tileh);
291 * Animate a tile for a town
292 * Only certain houses can be animated
293 * The newhouses animation supersedes regular ones
294 * @param tile TileIndex of the house to animate
296 static void AnimateTile_Town(TileIndex tile)
298 if (GetHouseType(tile) >= NEW_HOUSE_OFFSET) {
299 AnimateNewHouseTile(tile);
300 return;
303 if (_tick_counter & 3) return;
305 /* If the house is not one with a lift anymore, then stop this animating.
306 * Not exactly sure when this happens, but probably when a house changes.
307 * Before this was just a return...so it'd leak animated tiles..
308 * That bug seems to have been here since day 1?? */
309 if (!(HouseSpec::Get(GetHouseType(tile))->building_flags & BUILDING_IS_ANIMATED)) {
310 DeleteAnimatedTile(tile);
311 return;
314 if (!LiftHasDestination(tile)) {
315 uint i;
317 /* Building has 6 floors, number 0 .. 6, where 1 is illegal.
318 * This is due to the fact that the first floor is, in the graphics,
319 * the height of 2 'normal' floors.
320 * Furthermore, there are 6 lift positions from floor N (incl) to floor N + 1 (excl) */
321 do {
322 i = RandomRange(7);
323 } while (i == 1 || i * 6 == GetLiftPosition(tile));
325 SetLiftDestination(tile, i);
328 int pos = GetLiftPosition(tile);
329 int dest = GetLiftDestination(tile) * 6;
330 pos += (pos < dest) ? 1 : -1;
331 SetLiftPosition(tile, pos);
333 if (pos == dest) {
334 HaltLift(tile);
335 DeleteAnimatedTile(tile);
338 MarkTileDirtyByTile(tile);
342 * Determines if a town is close to a tile
343 * @param tile TileIndex of the tile to query
344 * @param dist maximum distance to be accepted
345 * @returns true if the tile correspond to the distance criteria
347 static bool IsCloseToTown(TileIndex tile, uint dist)
349 const Town *t;
351 FOR_ALL_TOWNS(t) {
352 if (DistanceManhattan(tile, t->xy) < dist) return true;
354 return false;
358 * Resize the sign(label) of the town after changes in
359 * population (creation or growth or else)
361 void Town::UpdateVirtCoord()
363 Point pt = RemapCoords2(TileX(this->xy) * TILE_SIZE, TileY(this->xy) * TILE_SIZE);
364 SetDParam(0, this->index);
365 SetDParam(1, this->cache.population);
366 this->cache.sign.UpdatePosition(pt.x, pt.y - 24 * ZOOM_LVL_BASE,
367 _settings_client.gui.population_in_label ? STR_VIEWPORT_TOWN_POP : STR_VIEWPORT_TOWN);
369 SetWindowDirty(WC_TOWN_VIEW, this->index);
372 /** Update the virtual coords needed to draw the town sign for all towns. */
373 void UpdateAllTownVirtCoords()
375 Town *t;
377 FOR_ALL_TOWNS(t) {
378 t->UpdateVirtCoord();
383 * Change the towns population
384 * @param t Town which population has changed
385 * @param mod population change (can be positive or negative)
387 static void ChangePopulation(Town *t, int mod)
389 t->cache.population += mod;
390 InvalidateWindowData(WC_TOWN_VIEW, t->index); // Cargo requirements may appear/vanish for small populations
391 t->UpdateVirtCoord();
393 InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 1);
397 * Determines the world population
398 * Basically, count population of all towns, one by one
399 * @return uint32 the calculated population of the world
401 uint32 GetWorldPopulation()
403 uint32 pop = 0;
404 const Town *t;
406 FOR_ALL_TOWNS(t) pop += t->cache.population;
407 return pop;
411 * Helper function for house completion stages progression
412 * @param tile TileIndex of the house (or parts of it) to "grow"
414 static void MakeSingleHouseBigger(TileIndex tile)
416 assert(IsHouseTile(tile));
418 /* progress in construction stages */
419 IncHouseConstructionTick(tile);
420 if (GetHouseConstructionTick(tile) != 0) return;
422 AnimateNewHouseConstruction(tile);
424 if (IsHouseCompleted(tile)) {
425 /* Now that construction is complete, we can add the population of the
426 * building to the town. */
427 ChangePopulation(Town::GetByTile(tile), HouseSpec::Get(GetHouseType(tile))->population);
428 ResetHouseAge(tile);
430 MarkTileDirtyByTile(tile);
434 * Make the house advance in its construction stages until completion
435 * @param tile TileIndex of house
437 static void MakeTownHouseBigger(TileIndex tile)
439 uint flags = HouseSpec::Get(GetHouseType(tile))->building_flags;
440 if (flags & BUILDING_HAS_1_TILE) MakeSingleHouseBigger(TILE_ADDXY(tile, 0, 0));
441 if (flags & BUILDING_2_TILES_Y) MakeSingleHouseBigger(TILE_ADDXY(tile, 0, 1));
442 if (flags & BUILDING_2_TILES_X) MakeSingleHouseBigger(TILE_ADDXY(tile, 1, 0));
443 if (flags & BUILDING_HAS_4_TILES) MakeSingleHouseBigger(TILE_ADDXY(tile, 1, 1));
447 * Tile callback function.
449 * Periodic tic handler for houses and town
450 * @param tile been asked to do its stuff
452 static void TileLoop_Town(TileIndex tile)
454 HouseID house_id = GetHouseType(tile);
456 /* NewHouseTileLoop returns false if Callback 21 succeeded, i.e. the house
457 * doesn't exist any more, so don't continue here. */
458 if (house_id >= NEW_HOUSE_OFFSET && !NewHouseTileLoop(tile)) return;
460 if (!IsHouseCompleted(tile)) {
461 /* Construction is not completed. See if we can go further in construction*/
462 MakeTownHouseBigger(tile);
463 return;
466 const HouseSpec *hs = HouseSpec::Get(house_id);
468 /* If the lift has a destination, it is already an animated tile. */
469 if ((hs->building_flags & BUILDING_IS_ANIMATED) &&
470 house_id < NEW_HOUSE_OFFSET &&
471 !LiftHasDestination(tile) &&
472 Chance16(1, 2)) {
473 AddAnimatedTile(tile);
476 Town *t = Town::GetByTile(tile);
477 uint32 r = Random();
479 StationFinder stations(TileArea(tile, 1, 1));
481 if (HasBit(hs->callback_mask, CBM_HOUSE_PRODUCE_CARGO)) {
482 for (uint i = 0; i < 256; i++) {
483 uint16 callback = GetHouseCallback(CBID_HOUSE_PRODUCE_CARGO, i, r, house_id, t, tile);
485 if (callback == CALLBACK_FAILED || callback == CALLBACK_HOUSEPRODCARGO_END) break;
487 CargoID cargo = GetCargoTranslation(GB(callback, 8, 7), hs->grf_prop.grffile);
488 if (cargo == CT_INVALID) continue;
490 uint amt = GB(callback, 0, 8);
491 if (amt == 0) continue;
493 uint moved = MoveGoodsToStation(cargo, amt, ST_TOWN, t->index, stations.GetStations());
495 const CargoSpec *cs = CargoSpec::Get(cargo);
496 t->supplied[cs->Index()].new_max += amt;
497 t->supplied[cs->Index()].new_act += moved;
499 } else {
500 if (GB(r, 0, 8) < hs->population) {
501 uint amt = GB(r, 0, 8) / 8 + 1;
503 if (EconomyIsInRecession()) amt = (amt + 1) >> 1;
504 t->supplied[CT_PASSENGERS].new_max += amt;
505 t->supplied[CT_PASSENGERS].new_act += MoveGoodsToStation(CT_PASSENGERS, amt, ST_TOWN, t->index, stations.GetStations());
508 if (GB(r, 8, 8) < hs->mail_generation) {
509 uint amt = GB(r, 8, 8) / 8 + 1;
511 if (EconomyIsInRecession()) amt = (amt + 1) >> 1;
512 t->supplied[CT_MAIL].new_max += amt;
513 t->supplied[CT_MAIL].new_act += MoveGoodsToStation(CT_MAIL, amt, ST_TOWN, t->index, stations.GetStations());
517 Backup<CompanyByte> cur_company(_current_company, OWNER_TOWN, FILE_LINE);
519 if ((hs->building_flags & BUILDING_HAS_1_TILE) &&
520 HasBit(t->flags, TOWN_IS_GROWING) &&
521 CanDeleteHouse(tile) &&
522 GetHouseAge(tile) >= hs->minimum_life &&
523 --t->time_until_rebuild == 0) {
524 t->time_until_rebuild = GB(r, 16, 8) + 192;
526 ClearTownHouse(t, tile);
528 /* Rebuild with another house? */
529 if (GB(r, 24, 8) >= 12) BuildTownHouse(t, tile);
532 cur_company.Restore();
535 static CommandCost ClearTile_Town(TileIndex tile, DoCommandFlag flags)
537 if (flags & DC_AUTO) return_cmd_error(STR_ERROR_BUILDING_MUST_BE_DEMOLISHED);
538 if (!CanDeleteHouse(tile)) return CMD_ERROR;
540 const HouseSpec *hs = HouseSpec::Get(GetHouseType(tile));
542 CommandCost cost(EXPENSES_CONSTRUCTION);
543 cost.AddCost(hs->GetRemovalCost());
545 int rating = hs->remove_rating_decrease;
546 Town *t = Town::GetByTile(tile);
548 if (Company::IsValidID(_current_company)) {
549 if (rating > t->ratings[_current_company] && !(flags & DC_NO_TEST_TOWN_RATING) && !_cheats.magic_bulldozer.value) {
550 SetDParam(0, t->index);
551 return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
555 ChangeTownRating(t, -rating, RATING_HOUSE_MINIMUM, flags);
556 if (flags & DC_EXEC) {
557 ClearTownHouse(t, tile);
560 return cost;
563 static void AddProducedCargo_Town(TileIndex tile, CargoArray &produced)
565 HouseID house_id = GetHouseType(tile);
566 const HouseSpec *hs = HouseSpec::Get(house_id);
567 Town *t = Town::GetByTile(tile);
569 if (HasBit(hs->callback_mask, CBM_HOUSE_PRODUCE_CARGO)) {
570 for (uint i = 0; i < 256; i++) {
571 uint16 callback = GetHouseCallback(CBID_HOUSE_PRODUCE_CARGO, i, 0, house_id, t, tile);
573 if (callback == CALLBACK_FAILED || callback == CALLBACK_HOUSEPRODCARGO_END) break;
575 CargoID cargo = GetCargoTranslation(GB(callback, 8, 7), hs->grf_prop.grffile);
577 if (cargo == CT_INVALID) continue;
578 produced[cargo]++;
580 } else {
581 if (hs->population > 0) {
582 produced[CT_PASSENGERS]++;
584 if (hs->mail_generation > 0) {
585 produced[CT_MAIL]++;
590 static inline void AddAcceptedCargoSetMask(CargoID cargo, uint amount, CargoArray &acceptance, uint32 *always_accepted)
592 if (cargo == CT_INVALID || amount == 0) return;
593 acceptance[cargo] += amount;
594 SetBit(*always_accepted, cargo);
597 static void AddAcceptedCargo_Town(TileIndex tile, CargoArray &acceptance, uint32 *always_accepted)
599 const HouseSpec *hs = HouseSpec::Get(GetHouseType(tile));
600 CargoID accepts[3];
602 /* Set the initial accepted cargo types */
603 for (uint8 i = 0; i < lengthof(accepts); i++) {
604 accepts[i] = hs->accepts_cargo[i];
607 /* Check for custom accepted cargo types */
608 if (HasBit(hs->callback_mask, CBM_HOUSE_ACCEPT_CARGO)) {
609 uint16 callback = GetHouseCallback(CBID_HOUSE_ACCEPT_CARGO, 0, 0, GetHouseType(tile), Town::GetByTile(tile), tile);
610 if (callback != CALLBACK_FAILED) {
611 /* Replace accepted cargo types with translated values from callback */
612 accepts[0] = GetCargoTranslation(GB(callback, 0, 5), hs->grf_prop.grffile);
613 accepts[1] = GetCargoTranslation(GB(callback, 5, 5), hs->grf_prop.grffile);
614 accepts[2] = GetCargoTranslation(GB(callback, 10, 5), hs->grf_prop.grffile);
618 /* Check for custom cargo acceptance */
619 if (HasBit(hs->callback_mask, CBM_HOUSE_CARGO_ACCEPTANCE)) {
620 uint16 callback = GetHouseCallback(CBID_HOUSE_CARGO_ACCEPTANCE, 0, 0, GetHouseType(tile), Town::GetByTile(tile), tile);
621 if (callback != CALLBACK_FAILED) {
622 AddAcceptedCargoSetMask(accepts[0], GB(callback, 0, 4), acceptance, always_accepted);
623 AddAcceptedCargoSetMask(accepts[1], GB(callback, 4, 4), acceptance, always_accepted);
624 if (_settings_game.game_creation.landscape != LT_TEMPERATE && HasBit(callback, 12)) {
625 /* The 'S' bit indicates food instead of goods */
626 AddAcceptedCargoSetMask(CT_FOOD, GB(callback, 8, 4), acceptance, always_accepted);
627 } else {
628 AddAcceptedCargoSetMask(accepts[2], GB(callback, 8, 4), acceptance, always_accepted);
630 return;
634 /* No custom acceptance, so fill in with the default values */
635 for (uint8 i = 0; i < lengthof(accepts); i++) {
636 AddAcceptedCargoSetMask(accepts[i], hs->cargo_acceptance[i], acceptance, always_accepted);
640 static void GetTileDesc_Town(TileIndex tile, TileDesc *td)
642 const HouseID house = GetHouseType(tile);
643 const HouseSpec *hs = HouseSpec::Get(house);
644 bool house_completed = IsHouseCompleted(tile);
646 td->str = hs->building_name;
648 uint16 callback_res = GetHouseCallback(CBID_HOUSE_CUSTOM_NAME, house_completed ? 1 : 0, 0, house, Town::GetByTile(tile), tile);
649 if (callback_res != CALLBACK_FAILED && callback_res != 0x400) {
650 if (callback_res > 0x400) {
651 ErrorUnknownCallbackResult(hs->grf_prop.grffile->grfid, CBID_HOUSE_CUSTOM_NAME, callback_res);
652 } else {
653 StringID new_name = GetGRFStringID(hs->grf_prop.grffile->grfid, 0xD000 + callback_res);
654 if (new_name != STR_NULL && new_name != STR_UNDEFINED) {
655 td->str = new_name;
660 if (!house_completed) {
661 SetDParamX(td->dparam, 0, td->str);
662 td->str = STR_LAI_TOWN_INDUSTRY_DESCRIPTION_UNDER_CONSTRUCTION;
665 if (hs->grf_prop.grffile != NULL) {
666 const GRFConfig *gc = GetGRFConfig(hs->grf_prop.grffile->grfid);
667 td->grf = gc->GetName();
670 td->owner[0] = OWNER_TOWN;
673 static void ChangeTileOwner_Town(TileIndex tile, Owner old_owner, Owner new_owner)
675 /* not used */
678 /** Update the total cargo acceptance of the whole town.
679 * @param t The town to update.
681 void UpdateTownCargoTotal(Town *t)
683 t->cargo_accepted_total = 0;
685 const TileArea &area = t->cargo_accepted.GetArea();
686 TILE_AREA_LOOP(tile, area) {
687 if (TileX(tile) % AcceptanceMatrix::GRID == 0 && TileY(tile) % AcceptanceMatrix::GRID == 0) {
688 t->cargo_accepted_total |= t->cargo_accepted[tile];
694 * Update accepted town cargoes around a specific tile.
695 * @param t The town to update.
696 * @param start Update the values around this tile.
697 * @param update_total Set to true if the total cargo acceptance should be updated.
699 static void UpdateTownCargoes(Town *t, TileIndex start, bool update_total = true)
701 CargoArray accepted, produced;
702 uint32 dummy;
704 /* Gather acceptance for all houses in an area around the start tile.
705 * The area is composed of the square the tile is in, extended one square in all
706 * directions as the coverage area of a single station is bigger than just one square. */
707 TileArea area = AcceptanceMatrix::GetAreaForTile(start, 1);
708 TILE_AREA_LOOP(tile, area) {
709 if (!IsHouseTile(tile) || GetTownIndex(tile) != t->index) continue;
711 AddAcceptedCargo_Town(tile, accepted, &dummy);
712 AddProducedCargo_Town(tile, produced);
715 /* Create bitmap of produced and accepted cargoes. */
716 uint32 acc = 0;
717 for (uint cid = 0; cid < NUM_CARGO; cid++) {
718 if (accepted[cid] >= 8) SetBit(acc, cid);
719 if (produced[cid] > 0) SetBit(t->cargo_produced, cid);
721 t->cargo_accepted[start] = acc;
723 if (update_total) UpdateTownCargoTotal(t);
726 /** Update cargo acceptance for the complete town.
727 * @param t The town to update.
729 void UpdateTownCargoes(Town *t)
731 t->cargo_produced = 0;
733 const TileArea &area = t->cargo_accepted.GetArea();
734 if (area.tile == INVALID_TILE) return;
736 /* Update acceptance for each grid square. */
737 TILE_AREA_LOOP(tile, area) {
738 if (TileX(tile) % AcceptanceMatrix::GRID == 0 && TileY(tile) % AcceptanceMatrix::GRID == 0) {
739 UpdateTownCargoes(t, tile, false);
743 /* Update the total acceptance. */
744 UpdateTownCargoTotal(t);
747 /** Updates the bitmap of all cargoes accepted by houses. */
748 void UpdateTownCargoBitmap()
750 Town *town;
751 _town_cargoes_accepted = 0;
753 FOR_ALL_TOWNS(town) {
754 _town_cargoes_accepted |= town->cargo_accepted_total;
758 static bool GrowTown(Town *t);
760 static void TownTickHandler(Town *t)
762 if (HasBit(t->flags, TOWN_IS_GROWING)) {
763 int i = t->grow_counter - 1;
764 if (i < 0) {
765 if (GrowTown(t)) {
766 i = t->growth_rate & (~TOWN_GROW_RATE_CUSTOM);
767 } else {
768 i = 0;
771 t->grow_counter = i;
775 void OnTick_Town()
777 if (_game_mode == GM_EDITOR) return;
779 Town *t;
780 FOR_ALL_TOWNS(t) {
781 /* Run town tick at regular intervals, but not all at once. */
782 if ((_tick_counter + t->index) % TOWN_GROWTH_TICKS == 0) {
783 TownTickHandler(t);
789 * Return the RoadBits of a tile
791 * @note There are many other functions doing things like that.
792 * @note Needs to be checked for needlessness.
793 * @param tile The tile we want to analyse
794 * @return The roadbits of the given tile
796 static RoadBits GetTownRoadBits(TileIndex tile)
798 if (IsRoadDepotTile(tile) || IsStandardRoadStopTile(tile)) return ROAD_NONE;
800 return GetAnyRoadBits(tile, ROADTYPE_ROAD, true);
804 * Check for parallel road inside a given distance.
805 * Assuming a road from (tile - TileOffsByDiagDir(dir)) to tile,
806 * is there a parallel road left or right of it within distance dist_multi?
808 * @param tile current tile
809 * @param dir target direction
810 * @param dist_multi distance multiplayer
811 * @return true if there is a parallel road
813 static bool IsNeighborRoadTile(TileIndex tile, const DiagDirection dir, uint dist_multi)
815 if (!IsValidTile(tile)) return false;
817 /* Lookup table for the used diff values */
818 const TileIndexDiff tid_lt[3] = {
819 TileOffsByDiagDir(ChangeDiagDir(dir, DIAGDIRDIFF_90RIGHT)),
820 TileOffsByDiagDir(ChangeDiagDir(dir, DIAGDIRDIFF_90LEFT)),
821 TileOffsByDiagDir(ReverseDiagDir(dir)),
824 dist_multi = (dist_multi + 1) * 4;
825 for (uint pos = 4; pos < dist_multi; pos++) {
826 /* Go (pos / 4) tiles to the left or the right */
827 TileIndexDiff cur = tid_lt[(pos & 1) ? 0 : 1] * (pos / 4);
829 /* Use the current tile as origin, or go one tile backwards */
830 if (pos & 2) cur += tid_lt[2];
832 /* Test for roadbit parallel to dir and facing towards the middle axis */
833 if (IsValidTile(tile + cur) &&
834 GetTownRoadBits(TILE_ADD(tile, cur)) & DiagDirToRoadBits((pos & 2) ? dir : ReverseDiagDir(dir))) return true;
836 return false;
840 * Check if a Road is allowed on a given tile
842 * @param t The current town
843 * @param tile The target tile
844 * @param dir The direction in which we want to extend the town
845 * @return true if it is allowed else false
847 static bool IsRoadAllowedHere(Town *t, TileIndex tile, DiagDirection dir)
849 if (DistanceFromEdge(tile) == 0) return false;
851 /* Prevent towns from building roads under bridges along the bridge. Looks silly. */
852 if (HasBridgeAbove(tile) && GetBridgeAxis(tile) == DiagDirToAxis(dir)) return false;
854 /* Check if there already is a road at this point? */
855 if (GetTownRoadBits(tile) == ROAD_NONE) {
856 /* No, try if we are able to build a road piece there.
857 * If that fails clear the land, and if that fails exit.
858 * This is to make sure that we can build a road here later. */
859 if (DoCommand(tile, ((dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? ROAD_Y : ROAD_X), 0, DC_AUTO, CMD_BUILD_ROAD).Failed() &&
860 DoCommand(tile, 0, 0, DC_AUTO, CMD_LANDSCAPE_CLEAR).Failed()) {
861 return false;
865 Slope cur_slope = _settings_game.construction.build_on_slopes ? GetFoundationSlope(tile) : GetTileSlope(tile);
866 bool ret = !IsNeighborRoadTile(tile, dir, t->layout == TL_ORIGINAL ? 1 : 2);
867 if (cur_slope == SLOPE_FLAT) return ret;
869 /* If the tile is not a slope in the right direction, then
870 * maybe terraform some. */
871 Slope desired_slope = (dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? SLOPE_NW : SLOPE_NE;
872 if (desired_slope != cur_slope && ComplementSlope(desired_slope) != cur_slope) {
873 if (Chance16(1, 8)) {
874 CommandCost res = CMD_ERROR;
875 if (!_generating_world && Chance16(1, 10)) {
876 /* Note: Do not replace "^ SLOPE_ELEVATED" with ComplementSlope(). The slope might be steep. */
877 res = DoCommand(tile, Chance16(1, 16) ? cur_slope : cur_slope ^ SLOPE_ELEVATED, 0,
878 DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
880 if (res.Failed() && Chance16(1, 3)) {
881 /* We can consider building on the slope, though. */
882 return ret;
885 return false;
887 return ret;
890 static bool TerraformTownTile(TileIndex tile, int edges, int dir)
892 assert(tile < MapSize());
894 CommandCost r = DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
895 if (r.Failed() || r.GetCost() >= (_price[PR_TERRAFORM] + 2) * 8) return false;
896 DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER | DC_EXEC, CMD_TERRAFORM_LAND);
897 return true;
900 static void LevelTownLand(TileIndex tile)
902 assert(tile < MapSize());
904 /* Don't terraform if land is plain or if there's a house there. */
905 if (IsHouseTile(tile)) return;
906 Slope tileh = GetTileSlope(tile);
907 if (tileh == SLOPE_FLAT) return;
909 /* First try up, then down */
910 if (!TerraformTownTile(tile, ~tileh & SLOPE_ELEVATED, 1)) {
911 TerraformTownTile(tile, tileh & SLOPE_ELEVATED, 0);
916 * Generate the RoadBits of a grid tile
918 * @param t current town
919 * @param tile tile in reference to the town
920 * @param dir The direction to which we are growing ATM
921 * @return the RoadBit of the current tile regarding
922 * the selected town layout
924 static RoadBits GetTownRoadGridElement(Town *t, TileIndex tile, DiagDirection dir)
926 /* align the grid to the downtown */
927 CoordDiff grid_pos = TileCoordDiff(t->xy, tile); // Vector from downtown to the tile
928 RoadBits rcmd = ROAD_NONE;
930 switch (t->layout) {
931 default: NOT_REACHED();
933 case TL_2X2_GRID:
934 if ((grid_pos.x % 3) == 0) rcmd |= ROAD_Y;
935 if ((grid_pos.y % 3) == 0) rcmd |= ROAD_X;
936 break;
938 case TL_3X3_GRID:
939 if ((grid_pos.x % 4) == 0) rcmd |= ROAD_Y;
940 if ((grid_pos.y % 4) == 0) rcmd |= ROAD_X;
941 break;
944 /* Optimise only X-junctions */
945 if (rcmd != ROAD_ALL) return rcmd;
947 RoadBits rb_template;
949 switch (GetTileSlope(tile)) {
950 default: rb_template = ROAD_ALL; break;
951 case SLOPE_W: rb_template = ROAD_NW | ROAD_SW; break;
952 case SLOPE_SW: rb_template = ROAD_Y | ROAD_SW; break;
953 case SLOPE_S: rb_template = ROAD_SW | ROAD_SE; break;
954 case SLOPE_SE: rb_template = ROAD_X | ROAD_SE; break;
955 case SLOPE_E: rb_template = ROAD_SE | ROAD_NE; break;
956 case SLOPE_NE: rb_template = ROAD_Y | ROAD_NE; break;
957 case SLOPE_N: rb_template = ROAD_NE | ROAD_NW; break;
958 case SLOPE_NW: rb_template = ROAD_X | ROAD_NW; break;
959 case SLOPE_STEEP_W:
960 case SLOPE_STEEP_S:
961 case SLOPE_STEEP_E:
962 case SLOPE_STEEP_N:
963 rb_template = ROAD_NONE;
964 break;
967 /* Stop if the template is compatible to the growth dir */
968 if (DiagDirToRoadBits(ReverseDiagDir(dir)) & rb_template) return rb_template;
969 /* If not generate a straight road in the direction of the growth */
970 return DiagDirToRoadBits(dir) | DiagDirToRoadBits(ReverseDiagDir(dir));
974 * Grows the town with an extra house.
975 * Check if there are enough neighbor house tiles
976 * next to the current tile. If there are enough
977 * add another house.
979 * @param t The current town
980 * @param tile The target tile for the extra house
981 * @return true if an extra house has been added
983 static bool GrowTownWithExtraHouse(Town *t, TileIndex tile)
985 /* We can't look further than that. */
986 if (DistanceFromEdge(tile) == 0) return false;
988 uint counter = 0; // counts the house neighbor tiles
990 /* Check the tiles E,N,W and S of the current tile for houses */
991 for (DiagDirection dir = DIAGDIR_BEGIN; dir < DIAGDIR_END; dir++) {
992 /* Count both void and house tiles for checking whether there
993 * are enough houses in the area. This to make it likely that
994 * houses get build up to the edge of the map. */
995 TileIndex tt = TileAddByDiagDir(tile, dir);
996 if (IsHouseTile(tt) || IsVoidTile(tt)) {
997 counter++;
1000 /* If there are enough neighbors stop here */
1001 if (counter >= 3) {
1002 if (BuildTownHouse(t, tile)) {
1003 _grow_town_result = GROWTH_SUCCEED;
1004 return true;
1006 return false;
1009 return false;
1013 * Grows the town with a road piece.
1015 * @param t The current town
1016 * @param tile The current tile
1017 * @param rcmd The RoadBits we want to build on the tile
1018 * @return true if the RoadBits have been added else false
1020 static bool GrowTownWithRoad(const Town *t, TileIndex tile, RoadBits rcmd)
1022 if (DoCommand(tile, rcmd, t->index, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD).Succeeded()) {
1023 _grow_town_result = GROWTH_SUCCEED;
1024 return true;
1026 return false;
1030 * Grows the town with a bridge.
1031 * At first we check if a bridge is reasonable.
1032 * If so we check if we are able to build it.
1034 * @param t The current town
1035 * @param tile The current tile
1036 * @param bridge_dir The valid direction in which to grow a bridge
1037 * @return true if a bridge has been build else false
1039 static bool GrowTownWithBridge(const Town *t, const TileIndex tile, const DiagDirection bridge_dir)
1041 assert(bridge_dir < DIAGDIR_END);
1043 const Slope slope = GetTileSlope(tile);
1045 /* Make sure the direction is compatible with the slope.
1046 * Well we check if the slope has an up bit set in the
1047 * reverse direction. */
1048 if (slope != SLOPE_FLAT && slope & InclinedSlope(bridge_dir)) return false;
1050 /* Assure that the bridge is connectable to the start side */
1051 if (!(GetTownRoadBits(TileAddByDiagDir(tile, ReverseDiagDir(bridge_dir))) & DiagDirToRoadBits(bridge_dir))) return false;
1053 /* We are in the right direction */
1054 uint8 bridge_length = 0; // This value stores the length of the possible bridge
1055 TileIndex bridge_tile = tile; // Used to store the other waterside
1057 const int delta = TileOffsByDiagDir(bridge_dir);
1059 if (slope == SLOPE_FLAT) {
1060 /* Bridges starting on flat tiles are only allowed when crossing rivers. */
1061 do {
1062 if (bridge_length++ >= 4) {
1063 /* Allow to cross rivers, not big lakes. */
1064 return false;
1066 bridge_tile += delta;
1067 } while (IsValidTile(bridge_tile) && IsPlainWaterTile(bridge_tile) && !IsSea(bridge_tile));
1068 } else {
1069 do {
1070 if (bridge_length++ >= 11) {
1071 /* Max 11 tile long bridges */
1072 return false;
1074 bridge_tile += delta;
1075 } while (IsValidTile(bridge_tile) && IsPlainWaterTile(bridge_tile));
1078 /* no water tiles in between? */
1079 if (bridge_length == 1) return false;
1081 for (uint8 times = 0; times <= 22; times++) {
1082 byte bridge_type = RandomRange(MAX_BRIDGES - 1);
1084 /* Can we actually build the bridge? */
1085 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()) {
1086 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);
1087 _grow_town_result = GROWTH_SUCCEED;
1088 return true;
1091 /* Quit if it selecting an appropriate bridge type fails a large number of times. */
1092 return false;
1096 * Grows the given town.
1097 * There are at the moment 3 possible way's for
1098 * the town expansion:
1099 * @li Generate a random tile and check if there is a road allowed
1100 * @li TL_ORIGINAL
1101 * @li TL_BETTER_ROADS
1102 * @li Check if the town geometry allows a road and which one
1103 * @li TL_2X2_GRID
1104 * @li TL_3X3_GRID
1105 * @li Forbid roads, only build houses
1107 * @param tile_ptr The current tile
1108 * @param cur_rb The current tiles RoadBits
1109 * @param target_dir The target road dir
1110 * @param t1 The current town
1112 static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection target_dir, Town *t1)
1114 RoadBits rcmd = ROAD_NONE; // RoadBits for the road construction command
1115 TileIndex tile = *tile_ptr; // The main tile on which we base our growth
1117 assert(tile < MapSize());
1119 if (cur_rb == ROAD_NONE) {
1120 /* Tile has no road. First reset the status counter
1121 * to say that this is the last iteration. */
1122 _grow_town_result = GROWTH_SEARCH_STOPPED;
1124 if (!_settings_game.economy.allow_town_roads && !_generating_world) return;
1125 if (!_settings_game.economy.allow_town_level_crossings && IsRailwayTile(tile)) return;
1127 /* Remove hills etc */
1128 if (!_settings_game.construction.build_on_slopes || Chance16(1, 6)) LevelTownLand(tile);
1130 /* Is a road allowed here? */
1131 switch (t1->layout) {
1132 default: NOT_REACHED();
1134 case TL_3X3_GRID:
1135 case TL_2X2_GRID:
1136 rcmd = GetTownRoadGridElement(t1, tile, target_dir);
1137 if (rcmd == ROAD_NONE) return;
1138 break;
1140 case TL_BETTER_ROADS:
1141 case TL_ORIGINAL:
1142 if (!IsRoadAllowedHere(t1, tile, target_dir)) return;
1144 DiagDirection source_dir = ReverseDiagDir(target_dir);
1146 if (Chance16(1, 4)) {
1147 /* Randomize a new target dir */
1148 do target_dir = RandomDiagDir(); while (target_dir == source_dir);
1151 if (!IsRoadAllowedHere(t1, TileAddByDiagDir(tile, target_dir), target_dir)) {
1152 /* A road is not allowed to continue the randomized road,
1153 * return if the road we're trying to build is curved. */
1154 if (target_dir != ReverseDiagDir(source_dir)) return;
1156 /* Return if neither side of the new road is a house */
1157 if (!IsHouseTile(TileAddByDiagDir(tile, ChangeDiagDir(target_dir, DIAGDIRDIFF_90RIGHT))) &&
1158 !IsHouseTile(TileAddByDiagDir(tile, ChangeDiagDir(target_dir, DIAGDIRDIFF_90LEFT)))) {
1159 return;
1162 /* That means that the road is only allowed if there is a house
1163 * at any side of the new road. */
1166 rcmd = DiagDirToRoadBits(target_dir) | DiagDirToRoadBits(source_dir);
1167 break;
1170 } else if (target_dir < DIAGDIR_END && !(cur_rb & DiagDirToRoadBits(ReverseDiagDir(target_dir)))) {
1171 /* Continue building on a partial road.
1172 * Should be always OK, so we only generate
1173 * the fitting RoadBits */
1174 _grow_town_result = GROWTH_SEARCH_STOPPED;
1176 if (!_settings_game.economy.allow_town_roads && !_generating_world) return;
1178 switch (t1->layout) {
1179 default: NOT_REACHED();
1181 case TL_3X3_GRID:
1182 case TL_2X2_GRID:
1183 rcmd = GetTownRoadGridElement(t1, tile, target_dir);
1184 break;
1186 case TL_BETTER_ROADS:
1187 case TL_ORIGINAL:
1188 rcmd = DiagDirToRoadBits(ReverseDiagDir(target_dir));
1189 break;
1191 } else {
1192 bool allow_house = true; // Value which decides if we want to construct a house
1194 /* Reached a tunnel/bridge? Then continue at the other side of it, unless
1195 * it is the starting tile. Half the time, we stay on this side then.*/
1196 if (IsRoadBridgeTile(tile) || maptile_is_road_tunnel(tile)) {
1197 if (target_dir != DIAGDIR_END || Chance16(1, 2)) {
1198 *tile_ptr = GetOtherTunnelBridgeEnd(tile);
1200 return;
1203 /* Possibly extend the road in a direction.
1204 * Randomize a direction and if it has a road, bail out. */
1205 target_dir = RandomDiagDir();
1206 if (cur_rb & DiagDirToRoadBits(target_dir)) return;
1208 /* This is the tile we will reach if we extend to this direction. */
1209 TileIndex house_tile = TileAddByDiagDir(tile, target_dir); // position of a possible house
1211 /* Don't walk into water. */
1212 if (HasTileWaterGround(house_tile)) return;
1214 if (!IsValidTile(house_tile)) return;
1216 if (_settings_game.economy.allow_town_roads || _generating_world) {
1217 switch (t1->layout) {
1218 default: NOT_REACHED();
1220 case TL_3X3_GRID: // Use 2x2 grid afterwards!
1221 GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir));
1222 /* FALL THROUGH */
1224 case TL_2X2_GRID:
1225 rcmd = GetTownRoadGridElement(t1, house_tile, target_dir);
1226 allow_house = (rcmd == ROAD_NONE);
1227 break;
1229 case TL_BETTER_ROADS: // Use original afterwards!
1230 GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir));
1231 /* FALL THROUGH */
1233 case TL_ORIGINAL:
1234 /* Allow a house at the edge. 60% chance or
1235 * always ok if no road allowed. */
1236 rcmd = DiagDirToRoadBits(target_dir);
1237 allow_house = (!IsRoadAllowedHere(t1, house_tile, target_dir) || Chance16(6, 10));
1238 break;
1242 if (allow_house) {
1243 /* Build a house, but not if there already is a house there. */
1244 if (!IsHouseTile(house_tile)) {
1245 /* Level the land if possible */
1246 if (Chance16(1, 6)) LevelTownLand(house_tile);
1248 /* And build a house.
1249 * Set result to -1 if we managed to build it. */
1250 if (BuildTownHouse(t1, house_tile)) {
1251 _grow_town_result = GROWTH_SUCCEED;
1254 return;
1257 _grow_town_result = GROWTH_SEARCH_STOPPED;
1260 /* Return if a water tile */
1261 if (HasTileWaterGround(tile)) return;
1263 /* Make the roads look nicer */
1264 rcmd = CleanUpRoadBits(tile, rcmd);
1265 if (rcmd == ROAD_NONE) return;
1267 /* Only use the target direction for bridges to ensure they're connected.
1268 * The target_dir is as computed previously according to town layout, so
1269 * it will match it perfectly. */
1270 if (GrowTownWithBridge(t1, tile, target_dir)) return;
1272 GrowTownWithRoad(t1, tile, rcmd);
1276 * Returns "growth" if a house was built, or no if the build failed.
1277 * @param t town to inquiry
1278 * @param tile to inquiry
1279 * @return something other than zero(0)if town expansion was possible
1281 static int GrowTownAtRoad(Town *t, TileIndex tile)
1283 /* Special case.
1284 * @see GrowTownInTile Check the else if
1286 DiagDirection target_dir = DIAGDIR_END; // The direction in which we want to extend the town
1288 assert(tile < MapSize());
1290 /* Number of times to search.
1291 * Better roads, 2X2 and 3X3 grid grow quite fast so we give
1292 * them a little handicap. */
1293 switch (t->layout) {
1294 case TL_BETTER_ROADS:
1295 _grow_town_result = 10 + t->cache.num_houses * 2 / 9;
1296 break;
1298 case TL_3X3_GRID:
1299 case TL_2X2_GRID:
1300 _grow_town_result = 10 + t->cache.num_houses * 1 / 9;
1301 break;
1303 default:
1304 _grow_town_result = 10 + t->cache.num_houses * 4 / 9;
1305 break;
1308 do {
1309 RoadBits cur_rb = GetTownRoadBits(tile); // The RoadBits of the current tile
1311 /* Try to grow the town from this point */
1312 GrowTownInTile(&tile, cur_rb, target_dir, t);
1314 /* Exclude the source position from the bitmask
1315 * and return if no more road blocks available */
1316 cur_rb &= ~DiagDirToRoadBits(ReverseDiagDir(target_dir));
1317 if (cur_rb == ROAD_NONE) {
1318 return _grow_town_result;
1321 if (IsTunnelTile(tile) || IsRoadBridgeTile(tile)) {
1322 /* Only build in the direction away from the tunnel or bridge. */
1323 target_dir = ReverseDiagDir(GetTunnelBridgeDirection(tile));
1324 } else {
1325 /* Select a random bit from the blockmask, walk a step
1326 * and continue the search from there. */
1327 do target_dir = RandomDiagDir(); while (!(cur_rb & DiagDirToRoadBits(target_dir)));
1329 tile = TileAddByDiagDir(tile, target_dir);
1331 if ((IsRoadTile(tile) || IsLevelCrossingTile(tile)) && HasTileRoadType(tile, ROADTYPE_ROAD)) {
1332 /* Don't allow building over roads of other cities */
1333 if (IsRoadOwner(tile, ROADTYPE_ROAD, OWNER_TOWN) && Town::GetByTile(tile) != t) {
1334 _grow_town_result = GROWTH_SUCCEED;
1335 } else if (IsRoadOwner(tile, ROADTYPE_ROAD, OWNER_NONE) && _game_mode == GM_EDITOR) {
1336 /* If we are in the SE, and this road-piece has no town owner yet, it just found an
1337 * owner :) (happy happy happy road now) */
1338 SetRoadOwner(tile, ROADTYPE_ROAD, OWNER_TOWN);
1339 SetTownIndex(tile, t->index);
1343 /* Max number of times is checked. */
1344 } while (--_grow_town_result >= 0);
1346 return (_grow_town_result == -2);
1350 * Generate a random road block.
1351 * The probability of a straight road
1352 * is somewhat higher than a curved.
1354 * @return A RoadBits value with 2 bits set
1356 static RoadBits GenRandomRoadBits()
1358 uint32 r = Random();
1359 uint a = GB(r, 0, 2);
1360 uint b = GB(r, 8, 2);
1361 if (a == b) b ^= 2;
1362 return (RoadBits)((ROAD_NW << a) + (ROAD_NW << b));
1366 * Grow the town
1367 * @param t town to grow
1368 * @return true iff a house was built
1370 static bool GrowTown(Town *t)
1372 static const CoordDiff _town_coord_mod[] = {
1373 {-1, 0},
1374 { 1, 1},
1375 { 1, -1},
1376 {-1, -1},
1377 {-1, 0},
1378 { 0, 2},
1379 { 2, 0},
1380 { 0, -2},
1381 {-1, -1},
1382 {-2, 2},
1383 { 2, 2},
1384 { 2, -2},
1385 { 0, 0}
1388 /* Current "company" is a town */
1389 Backup<CompanyByte> cur_company(_current_company, OWNER_TOWN, FILE_LINE);
1391 TileIndex tile = t->xy; // The tile we are working with ATM
1393 /* Find a road that we can base the construction on. */
1394 const CoordDiff *ptr;
1395 for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
1396 if (GetTownRoadBits(tile) != ROAD_NONE) {
1397 int r = GrowTownAtRoad(t, tile);
1398 cur_company.Restore();
1399 return r != 0;
1401 tile = TILE_ADD(tile, ToTileIndexDiff(*ptr));
1404 /* No road available, try to build a random road block by
1405 * clearing some land and then building a road there. */
1406 if (_settings_game.economy.allow_town_roads || _generating_world) {
1407 tile = t->xy;
1408 for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
1409 /* Only work with plain land that not already has a house */
1410 if (!IsHouseTile(tile) && IsTileFlat(tile)) {
1411 if (DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR).Succeeded()) {
1412 DoCommand(tile, GenRandomRoadBits(), t->index, DC_EXEC | DC_AUTO, CMD_BUILD_ROAD);
1413 cur_company.Restore();
1414 return true;
1417 tile = TILE_ADD(tile, ToTileIndexDiff(*ptr));
1421 cur_company.Restore();
1422 return false;
1425 void UpdateTownRadius(Town *t)
1427 static const uint32 _town_squared_town_zone_radius_data[23][5] = {
1428 { 4, 0, 0, 0, 0}, // 0
1429 { 16, 0, 0, 0, 0},
1430 { 25, 0, 0, 0, 0},
1431 { 36, 0, 0, 0, 0},
1432 { 49, 0, 4, 0, 0},
1433 { 64, 0, 4, 0, 0}, // 20
1434 { 64, 0, 9, 0, 1},
1435 { 64, 0, 9, 0, 4},
1436 { 64, 0, 16, 0, 4},
1437 { 81, 0, 16, 0, 4},
1438 { 81, 0, 16, 0, 4}, // 40
1439 { 81, 0, 25, 0, 9},
1440 { 81, 36, 25, 0, 9},
1441 { 81, 36, 25, 16, 9},
1442 { 81, 49, 0, 25, 9},
1443 { 81, 64, 0, 25, 9}, // 60
1444 { 81, 64, 0, 36, 9},
1445 { 81, 64, 0, 36, 16},
1446 {100, 81, 0, 49, 16},
1447 {100, 81, 0, 49, 25},
1448 {121, 81, 0, 49, 25}, // 80
1449 {121, 81, 0, 49, 25},
1450 {121, 81, 0, 49, 36}, // 88
1453 if (t->cache.num_houses < 92) {
1454 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));
1455 } else {
1456 int mass = t->cache.num_houses / 8;
1457 /* Actually we are proportional to sqrt() but that's right because we are covering an area.
1458 * The offsets are to make sure the radii do not decrease in size when going from the table
1459 * to the calculated value.*/
1460 t->cache.squared_town_zone_radius[0] = mass * 15 - 40;
1461 t->cache.squared_town_zone_radius[1] = mass * 9 - 15;
1462 t->cache.squared_town_zone_radius[2] = 0;
1463 t->cache.squared_town_zone_radius[3] = mass * 5 - 5;
1464 t->cache.squared_town_zone_radius[4] = mass * 3 + 5;
1468 void UpdateTownMaxPass(Town *t)
1470 t->supplied[CT_PASSENGERS].old_max = t->cache.population >> 3;
1471 t->supplied[CT_MAIL].old_max = t->cache.population >> 4;
1475 * Does the actual town creation.
1477 * @param t The town
1478 * @param tile Where to put it
1479 * @param townnameparts The town name
1480 * @param size Parameter for size determination
1481 * @param city whether to build a city or town
1482 * @param layout the (road) layout of the town
1483 * @param manual was the town placed manually?
1485 static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts, TownSize size, bool city, TownLayout layout, bool manual)
1487 t->xy = tile;
1488 t->cache.num_houses = 0;
1489 t->time_until_rebuild = 10;
1490 UpdateTownRadius(t);
1491 t->flags = 0;
1492 t->cache.population = 0;
1493 t->grow_counter = 0;
1494 t->growth_rate = 250;
1496 /* Set the default cargo requirement for town growth */
1497 switch (_settings_game.game_creation.landscape) {
1498 case LT_ARCTIC:
1499 if (FindFirstCargoWithTownEffect(TE_FOOD) != NULL) t->goal[TE_FOOD] = TOWN_GROWTH_WINTER;
1500 break;
1502 case LT_TROPIC:
1503 if (FindFirstCargoWithTownEffect(TE_FOOD) != NULL) t->goal[TE_FOOD] = TOWN_GROWTH_DESERT;
1504 if (FindFirstCargoWithTownEffect(TE_WATER) != NULL) t->goal[TE_WATER] = TOWN_GROWTH_DESERT;
1505 break;
1508 t->fund_buildings_months = 0;
1510 for (uint i = 0; i != MAX_COMPANIES; i++) t->ratings[i] = RATING_INITIAL;
1512 t->have_ratings = 0;
1513 t->exclusivity = INVALID_COMPANY;
1514 t->exclusive_counter = 0;
1515 t->statues = 0;
1517 extern int _nb_orig_names;
1518 if (_settings_game.game_creation.town_name < _nb_orig_names) {
1519 /* Original town name */
1520 t->townnamegrfid = 0;
1521 t->townnametype = SPECSTR_TOWNNAME_START + _settings_game.game_creation.town_name;
1522 } else {
1523 /* Newgrf town name */
1524 t->townnamegrfid = GetGRFTownNameId(_settings_game.game_creation.town_name - _nb_orig_names);
1525 t->townnametype = GetGRFTownNameType(_settings_game.game_creation.town_name - _nb_orig_names);
1527 t->townnameparts = townnameparts;
1529 t->UpdateVirtCoord();
1530 InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 0);
1532 t->InitializeLayout(layout);
1534 t->larger_town = city;
1536 int x = (int)size * 16 + 3;
1537 if (size == TSZ_RANDOM) x = (Random() & 0xF) + 8;
1538 /* Don't create huge cities when founding town in-game */
1539 if (city && (!manual || _game_mode == GM_EDITOR)) x *= _settings_game.economy.initial_city_size;
1541 t->cache.num_houses += x;
1542 UpdateTownRadius(t);
1544 int i = x * 4;
1545 do {
1546 GrowTown(t);
1547 } while (--i);
1549 t->cache.num_houses -= x;
1550 UpdateTownRadius(t);
1551 UpdateTownMaxPass(t);
1552 UpdateAirportsNoise();
1556 * Checks if it's possible to place a town at given tile
1557 * @param tile tile to check
1558 * @return error value or zero cost
1560 static CommandCost TownCanBePlacedHere(TileIndex tile)
1562 /* Check if too close to the edge of map */
1563 if (DistanceFromEdge(tile) < 12) {
1564 return_cmd_error(STR_ERROR_TOO_CLOSE_TO_EDGE_OF_MAP_SUB);
1567 /* Check distance to all other towns. */
1568 if (IsCloseToTown(tile, 20)) {
1569 return_cmd_error(STR_ERROR_TOO_CLOSE_TO_ANOTHER_TOWN);
1572 /* Can only build on clear flat areas, possibly with trees. */
1573 if (!IsGroundTile(tile) || !IsTileFlat(tile)) {
1574 return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
1577 return CommandCost(EXPENSES_OTHER);
1581 * Verifies this custom name is unique. Only custom names are checked.
1582 * @param name name to check
1583 * @return is this name unique?
1585 static bool IsUniqueTownName(const char *name)
1587 const Town *t;
1589 FOR_ALL_TOWNS(t) {
1590 if (t->name != NULL && strcmp(t->name, name) == 0) return false;
1593 return true;
1597 * Create a new town.
1598 * @param tile coordinates where town is built
1599 * @param flags type of operation
1600 * @param p1 0..1 size of the town (@see TownSize)
1601 * 2 true iff it should be a city
1602 * 3..5 town road layout (@see TownLayout)
1603 * 6 use random location (randomize \c tile )
1604 * @param p2 town name parts
1605 * @param text Custom name for the town. If empty, the town name parts will be used.
1606 * @return the cost of this operation or an error
1608 CommandCost CmdFoundTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
1610 TownSize size = Extract<TownSize, 0, 2>(p1);
1611 bool city = HasBit(p1, 2);
1612 TownLayout layout = Extract<TownLayout, 3, 3>(p1);
1613 TownNameParams par(_settings_game.game_creation.town_name);
1614 bool random = HasBit(p1, 6);
1615 uint32 townnameparts = p2;
1617 if (size >= TSZ_END) return CMD_ERROR;
1618 if (layout >= NUM_TLS) return CMD_ERROR;
1620 /* Some things are allowed only in the scenario editor and for game scripts. */
1621 if (_game_mode != GM_EDITOR && _current_company != OWNER_DEITY) {
1622 if (_settings_game.economy.found_town == TF_FORBIDDEN) return CMD_ERROR;
1623 if (size == TSZ_LARGE) return CMD_ERROR;
1624 if (random) return CMD_ERROR;
1625 if (_settings_game.economy.found_town != TF_CUSTOM_LAYOUT && layout != _settings_game.economy.town_layout) {
1626 return CMD_ERROR;
1628 } else if (_current_company == OWNER_DEITY && random) {
1629 /* Random parameter is not allowed for Game Scripts. */
1630 return CMD_ERROR;
1633 if (StrEmpty(text)) {
1634 /* If supplied name is empty, townnameparts has to generate unique automatic name */
1635 if (!VerifyTownName(townnameparts, &par)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE);
1636 } else {
1637 /* If name is not empty, it has to be unique custom name */
1638 if (Utf8StringLength(text) >= MAX_LENGTH_TOWN_NAME_CHARS) return CMD_ERROR;
1639 if (!IsUniqueTownName(text)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE);
1642 /* Allocate town struct */
1643 if (!Town::CanAllocateItem()) return_cmd_error(STR_ERROR_TOO_MANY_TOWNS);
1645 if (!random) {
1646 CommandCost ret = TownCanBePlacedHere(tile);
1647 if (ret.Failed()) return ret;
1650 static const byte price_mult[][TSZ_RANDOM + 1] = {{ 15, 25, 40, 25 }, { 20, 35, 55, 35 }};
1651 /* multidimensional arrays have to have defined length of non-first dimension */
1652 assert_compile(lengthof(price_mult[0]) == 4);
1654 CommandCost cost(EXPENSES_OTHER, _price[PR_BUILD_TOWN]);
1655 byte mult = price_mult[city][size];
1657 cost.MultiplyCost(mult);
1659 /* Create the town */
1660 if (flags & DC_EXEC) {
1661 if (cost.GetCost() > GetAvailableMoneyForCommand()) {
1662 _additional_cash_required = cost.GetCost();
1663 return CommandCost(EXPENSES_OTHER);
1666 Backup<bool> old_generating_world(_generating_world, true, FILE_LINE);
1667 UpdateNearestTownForRoadTiles(true);
1668 Town *t;
1669 if (random) {
1670 t = CreateRandomTown(20, townnameparts, size, city, layout);
1671 if (t == NULL) {
1672 cost = CommandCost(STR_ERROR_NO_SPACE_FOR_TOWN);
1673 } else {
1674 _new_town_id = t->index;
1676 } else {
1677 t = new Town(tile);
1678 DoCreateTown(t, tile, townnameparts, size, city, layout, true);
1680 UpdateNearestTownForRoadTiles(false);
1681 old_generating_world.Restore();
1683 if (t != NULL && !StrEmpty(text)) {
1684 t->name = strdup(text);
1685 t->UpdateVirtCoord();
1688 if (_game_mode != GM_EDITOR) {
1689 /* 't' can't be NULL since 'random' is false outside scenedit */
1690 assert(!random);
1691 char company_name[MAX_LENGTH_COMPANY_NAME_CHARS * MAX_CHAR_LENGTH];
1692 SetDParam(0, _current_company);
1693 GetString(company_name, STR_COMPANY_NAME, lastof(company_name));
1695 char *cn = strdup(company_name);
1696 SetDParamStr(0, cn);
1697 SetDParam(1, t->index);
1699 AddTileNewsItem(STR_NEWS_NEW_TOWN, NT_INDUSTRY_OPEN, tile, cn);
1700 AI::BroadcastNewEvent(new ScriptEventTownFounded(t->index));
1701 Game::NewEvent(new ScriptEventTownFounded(t->index));
1704 return cost;
1708 * Towns must all be placed on the same grid or when they eventually
1709 * interpenetrate their road networks will not mesh nicely; this
1710 * function adjusts a tile so that it aligns properly.
1712 * @param tile the tile to start at
1713 * @param layout which town layout algo is in effect
1714 * @return the adjusted tile
1716 static TileIndex AlignTileToGrid(TileIndex tile, TownLayout layout)
1718 switch (layout) {
1719 case TL_2X2_GRID: return TileXY(TileX(tile) - TileX(tile) % 3, TileY(tile) - TileY(tile) % 3);
1720 case TL_3X3_GRID: return TileXY(TileX(tile) & ~3, TileY(tile) & ~3);
1721 default: return tile;
1726 * Towns must all be placed on the same grid or when they eventually
1727 * interpenetrate their road networks will not mesh nicely; this
1728 * function tells you if a tile is properly aligned.
1730 * @param tile the tile to start at
1731 * @param layout which town layout algo is in effect
1732 * @return true if the tile is in the correct location
1734 static bool IsTileAlignedToGrid(TileIndex tile, TownLayout layout)
1736 switch (layout) {
1737 case TL_2X2_GRID: return TileX(tile) % 3 == 0 && TileY(tile) % 3 == 0;
1738 case TL_3X3_GRID: return TileX(tile) % 4 == 0 && TileY(tile) % 4 == 0;
1739 default: return true;
1744 * Used as the user_data for FindFurthestFromWater
1746 struct SpotData {
1747 TileIndex tile; ///< holds the tile that was found
1748 uint max_dist; ///< holds the distance that tile is from the water
1749 TownLayout layout; ///< tells us what kind of town we're building
1753 * CircularTileSearch callback; finds the tile furthest from any
1754 * water. slightly bit tricky, since it has to do a search of its own
1755 * in order to find the distance to the water from each square in the
1756 * radius.
1758 * Also, this never returns true, because it needs to take into
1759 * account all locations being searched before it knows which is the
1760 * furthest.
1762 * @param tile Start looking from this tile
1763 * @param user_data Storage area for data that must last across calls;
1764 * must be a pointer to struct SpotData
1766 * @return always false
1768 static bool FindFurthestFromWater(TileIndex tile, void *user_data)
1770 SpotData *sp = (SpotData*)user_data;
1771 uint dist = GetClosestWaterDistance(tile, true);
1773 if (IsGroundTile(tile) &&
1774 IsTileFlat(tile) &&
1775 IsTileAlignedToGrid(tile, sp->layout) &&
1776 dist > sp->max_dist) {
1777 sp->tile = tile;
1778 sp->max_dist = dist;
1781 return false;
1785 * CircularTileSearch callback; finds the nearest land tile
1787 * @param tile Start looking from this tile
1788 * @param user_data not used
1790 static bool FindNearestEmptyLand(TileIndex tile, void *user_data)
1792 return IsGroundTile(tile);
1796 * Given a spot on the map (presumed to be a water tile), find a good
1797 * coastal spot to build a city. We don't want to build too close to
1798 * the edge if we can help it (since that retards city growth) hence
1799 * the search within a search within a search. O(n*m^2), where n is
1800 * how far to search for land, and m is how far inland to look for a
1801 * flat spot.
1803 * @param tile Start looking from this spot.
1804 * @param layout the road layout to search for
1805 * @return tile that was found
1807 static TileIndex FindNearestGoodCoastalTownSpot(TileIndex tile, TownLayout layout)
1809 SpotData sp = { INVALID_TILE, 0, layout };
1811 TileIndex coast = tile;
1812 if (CircularTileSearch(&coast, 40, FindNearestEmptyLand, NULL)) {
1813 CircularTileSearch(&coast, 10, FindFurthestFromWater, &sp);
1814 return sp.tile;
1817 /* if we get here just give up */
1818 return INVALID_TILE;
1821 static Town *CreateRandomTown(uint attempts, uint32 townnameparts, TownSize size, bool city, TownLayout layout)
1823 assert(_game_mode == GM_EDITOR || _generating_world); // These are the preconditions for CMD_DELETE_TOWN
1825 if (!Town::CanAllocateItem()) return NULL;
1827 do {
1828 /* Generate a tile index not too close from the edge */
1829 TileIndex tile = AlignTileToGrid(RandomTile(), layout);
1831 /* if we tried to place the town on water, slide it over onto
1832 * the nearest likely-looking spot */
1833 if (IsWaterTile(tile)) {
1834 tile = FindNearestGoodCoastalTownSpot(tile, layout);
1835 if (tile == INVALID_TILE) continue;
1838 /* Make sure town can be placed here */
1839 if (TownCanBePlacedHere(tile).Failed()) continue;
1841 /* Allocate a town struct */
1842 Town *t = new Town(tile);
1844 DoCreateTown(t, tile, townnameparts, size, city, layout, false);
1846 /* if the population is still 0 at the point, then the
1847 * placement is so bad it couldn't grow at all */
1848 if (t->cache.population > 0) return t;
1850 Backup<CompanyByte> cur_company(_current_company, OWNER_TOWN, FILE_LINE);
1851 CommandCost rc = DoCommand(t->xy, t->index, 0, DC_EXEC, CMD_DELETE_TOWN);
1852 cur_company.Restore();
1853 assert(rc.Succeeded());
1855 /* We already know that we can allocate a single town when
1856 * entering this function. However, we create and delete
1857 * a town which "resets" the allocation checks. As such we
1858 * need to check again when assertions are enabled. */
1859 assert(Town::CanAllocateItem());
1860 } while (--attempts != 0);
1862 return NULL;
1865 static const byte _num_initial_towns[4] = {5, 11, 23, 46}; // very low, low, normal, high
1868 * This function will generate a certain amount of towns, with a certain layout
1869 * It can be called from the scenario editor (i.e.: generate Random Towns)
1870 * as well as from world creation.
1871 * @param layout which towns will be set to, when created
1872 * @return true if towns have been successfully created
1874 bool GenerateTowns(TownLayout layout)
1876 uint current_number = 0;
1877 uint difficulty = (_game_mode != GM_EDITOR) ? _settings_game.difficulty.number_towns : 0;
1878 uint total = (difficulty == (uint)CUSTOM_TOWN_NUMBER_DIFFICULTY) ? _settings_game.game_creation.custom_town_number : ScaleByMapSize(_num_initial_towns[difficulty] + (Random() & 7));
1879 uint32 townnameparts;
1881 SetGeneratingWorldProgress(GWP_TOWN, total);
1883 /* First attempt will be made at creating the suggested number of towns.
1884 * Note that this is really a suggested value, not a required one.
1885 * We would not like the system to lock up just because the user wanted 100 cities on a 64*64 map, would we? */
1886 do {
1887 bool city = (_settings_game.economy.larger_towns != 0 && Chance16(1, _settings_game.economy.larger_towns));
1888 IncreaseGeneratingWorldProgress(GWP_TOWN);
1889 /* Get a unique name for the town. */
1890 if (!GenerateTownName(&townnameparts)) continue;
1891 /* try 20 times to create a random-sized town for the first loop. */
1892 if (CreateRandomTown(20, townnameparts, TSZ_RANDOM, city, layout) != NULL) current_number++; // If creation was successful, raise a flag.
1893 } while (--total);
1895 if (current_number != 0) return true;
1897 /* If current_number is still zero at this point, it means that not a single town has been created.
1898 * So give it a last try, but now more aggressive */
1899 if (GenerateTownName(&townnameparts) &&
1900 CreateRandomTown(10000, townnameparts, TSZ_RANDOM, _settings_game.economy.larger_towns != 0, layout) != NULL) {
1901 return true;
1904 /* If there are no towns at all and we are generating new game, bail out */
1905 if (Town::GetNumItems() == 0 && _game_mode != GM_EDITOR) {
1906 ShowErrorMessage(STR_ERROR_COULD_NOT_CREATE_TOWN, INVALID_STRING_ID, WL_CRITICAL);
1909 return false; // we are still without a town? we failed, simply
1914 * Returns the bit corresponding to the town zone of the specified tile
1915 * @param t Town on which town zone is to be found
1916 * @param tile TileIndex where town zone needs to be found
1917 * @return the bit position of the given zone, as defined in HouseZones
1919 HouseZonesBits GetTownRadiusGroup(const Town *t, TileIndex tile)
1921 uint dist = DistanceSquare(tile, t->xy);
1923 if (t->fund_buildings_months && dist <= 25) return HZB_TOWN_CENTRE;
1925 HouseZonesBits smallest = HZB_TOWN_EDGE;
1926 for (HouseZonesBits i = HZB_BEGIN; i < HZB_END; i++) {
1927 if (dist < t->cache.squared_town_zone_radius[i]) smallest = i;
1930 return smallest;
1934 * Clears tile and builds a house or house part.
1935 * @param tile tile index
1936 * @param t The town to clear the house for
1937 * @param counter of construction step
1938 * @param stage of construction (used for drawing)
1939 * @param type of house. Index into house specs array
1940 * @param random_bits required for newgrf houses
1941 * @pre house can be built here
1943 static inline void ClearMakeHouseTile(TileIndex tile, Town *t, byte counter, byte stage, HouseID type, byte random_bits)
1945 CommandCost cc = DoCommand(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR);
1947 assert(cc.Succeeded());
1949 assert(IsGroundTile(tile));
1951 IncreaseBuildingCount(t, type);
1952 MakeHouseTile(tile, t->index, counter, stage, type, random_bits, HouseSpec::Get(type)->processing_time);
1953 if (HouseSpec::Get(type)->building_flags & BUILDING_IS_ANIMATED) AddAnimatedTile(tile);
1955 MarkTileDirtyByTile(tile);
1960 * Write house information into the map. For houses > 1 tile, all tiles are marked.
1961 * @param t tile index
1962 * @param town The town related to this house
1963 * @param counter of construction step
1964 * @param stage of construction (used for drawing)
1965 * @param type of house. Index into house specs array
1966 * @param random_bits required for newgrf houses
1967 * @pre house can be built here
1969 static void MakeTownHouse(TileIndex t, Town *town, byte counter, byte stage, HouseID type, byte random_bits)
1971 BuildingFlags size = HouseSpec::Get(type)->building_flags;
1973 ClearMakeHouseTile(t, town, counter, stage, type, random_bits);
1974 if (size & BUILDING_2_TILES_Y) ClearMakeHouseTile(t + TileDiffXY(0, 1), town, counter, stage, ++type, random_bits);
1975 if (size & BUILDING_2_TILES_X) ClearMakeHouseTile(t + TileDiffXY(1, 0), town, counter, stage, ++type, random_bits);
1976 if (size & BUILDING_HAS_4_TILES) ClearMakeHouseTile(t + TileDiffXY(1, 1), town, counter, stage, ++type, random_bits);
1981 * Checks if a house can be built here. Important is slope, bridge above
1982 * and ability to clear the land.
1983 * @param tile tile to check
1984 * @param town town that is checking
1985 * @param noslope are slopes (foundations) allowed?
1986 * @return true iff house can be built here
1988 static inline bool CanBuildHouseHere(TileIndex tile, TownID town, bool noslope)
1990 /* cannot build on these slopes... */
1991 Slope slope = GetTileSlope(tile);
1992 if ((noslope && slope != SLOPE_FLAT) || IsSteepSlope(slope)) return false;
1994 /* building under a bridge? */
1995 if (HasBridgeAbove(tile)) return false;
1997 /* do not try to build over house owned by another town */
1998 if (IsHouseTile(tile) && GetTownIndex(tile) != town) return false;
2000 /* can we clear the land? */
2001 return DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR).Succeeded();
2006 * Checks if a house can be built at this tile, must have the same max z as parameter.
2007 * @param tile tile to check
2008 * @param town town that is checking
2009 * @param z max z of this tile so more parts of a house are at the same height (with foundation)
2010 * @param noslope are slopes (foundations) allowed?
2011 * @return true iff house can be built here
2012 * @see CanBuildHouseHere()
2014 static inline bool CheckBuildHouseSameZ(TileIndex tile, TownID town, int z, bool noslope)
2016 if (!CanBuildHouseHere(tile, town, noslope)) return false;
2018 /* if building on slopes is allowed, there will be flattening foundation (to tile max z) */
2019 if (GetTileMaxZ(tile) != z) return false;
2021 return true;
2026 * Checks if a house of size 2x2 can be built at this tile
2027 * @param tile tile, N corner
2028 * @param town town that is checking
2029 * @param z maximum tile z so all tile have the same max z
2030 * @param noslope are slopes (foundations) allowed?
2031 * @return true iff house can be built
2032 * @see CheckBuildHouseSameZ()
2034 static bool CheckFree2x2Area(TileIndex tile, TownID town, int z, bool noslope)
2036 /* we need to check this tile too because we can be at different tile now */
2037 if (!CheckBuildHouseSameZ(tile, town, z, noslope)) return false;
2039 for (DiagDirection d = DIAGDIR_SE; d < DIAGDIR_END; d++) {
2040 tile += TileOffsByDiagDir(d);
2041 if (!CheckBuildHouseSameZ(tile, town, z, noslope)) return false;
2044 return true;
2049 * Checks if current town layout allows building here
2050 * @param t town
2051 * @param tile tile to check
2052 * @return true iff town layout allows building here
2053 * @note see layouts
2055 static inline bool TownLayoutAllowsHouseHere(Town *t, TileIndex tile)
2057 /* Allow towns everywhere when we don't build roads */
2058 if (!_settings_game.economy.allow_town_roads && !_generating_world) return true;
2060 CoordDiff grid_pos = TileCoordDiff(t->xy, tile);
2062 switch (t->layout) {
2063 case TL_2X2_GRID:
2064 if ((grid_pos.x % 3) == 0 || (grid_pos.y % 3) == 0) return false;
2065 break;
2067 case TL_3X3_GRID:
2068 if ((grid_pos.x % 4) == 0 || (grid_pos.y % 4) == 0) return false;
2069 break;
2071 default:
2072 break;
2075 return true;
2080 * Checks if current town layout allows 2x2 building here
2081 * @param t town
2082 * @param tile tile to check
2083 * @return true iff town layout allows 2x2 building here
2084 * @note see layouts
2086 static inline bool TownLayoutAllows2x2HouseHere(Town *t, TileIndex tile)
2088 /* Allow towns everywhere when we don't build roads */
2089 if (!_settings_game.economy.allow_town_roads && !_generating_world) return true;
2091 /* Compute relative position of tile. (Positive offsets are towards north) */
2092 CoordDiff grid_pos = TileCoordDiff(t->xy, tile);
2094 switch (t->layout) {
2095 case TL_2X2_GRID:
2096 grid_pos.x %= 3;
2097 grid_pos.y %= 3;
2098 if ((grid_pos.x != 2 && grid_pos.x != -1) ||
2099 (grid_pos.y != 2 && grid_pos.y != -1)) return false;
2100 break;
2102 case TL_3X3_GRID:
2103 if ((grid_pos.x & 3) < 2 || (grid_pos.y & 3) < 2) return false;
2104 break;
2106 default:
2107 break;
2110 return true;
2115 * Checks if 1x2 or 2x1 building is allowed here, also takes into account current town layout
2116 * Also, tests both building positions that occupy this tile
2117 * @param tile tile where the building should be built
2118 * @param t town
2119 * @param maxz all tiles should have the same height
2120 * @param noslope are slopes forbidden?
2121 * @param second diagdir from first tile to second tile
2123 static bool CheckTownBuild2House(TileIndex *tile, Town *t, int maxz, bool noslope, DiagDirection second)
2125 /* 'tile' is already checked in BuildTownHouse() - CanBuildHouseHere() and slope test */
2127 TileIndex tile2 = *tile + TileOffsByDiagDir(second);
2128 if (TownLayoutAllowsHouseHere(t, tile2) && CheckBuildHouseSameZ(tile2, t->index, maxz, noslope)) return true;
2130 tile2 = *tile + TileOffsByDiagDir(ReverseDiagDir(second));
2131 if (TownLayoutAllowsHouseHere(t, tile2) && CheckBuildHouseSameZ(tile2, t->index, maxz, noslope)) {
2132 *tile = tile2;
2133 return true;
2136 return false;
2141 * Checks if 2x2 building is allowed here, also takes into account current town layout
2142 * Also, tests all four building positions that occupy this tile
2143 * @param tile tile where the building should be built
2144 * @param t town
2145 * @param maxz all tiles should have the same height
2146 * @param noslope are slopes forbidden?
2148 static bool CheckTownBuild2x2House(TileIndex *tile, Town *t, int maxz, bool noslope)
2150 TileIndex tile2 = *tile;
2152 for (DiagDirection d = DIAGDIR_SE;; d++) { // 'd' goes through DIAGDIR_SE, DIAGDIR_SW, DIAGDIR_NW, DIAGDIR_END
2153 if (TownLayoutAllows2x2HouseHere(t, tile2) && CheckFree2x2Area(tile2, t->index, maxz, noslope)) {
2154 *tile = tile2;
2155 return true;
2157 if (d == DIAGDIR_END) break;
2158 tile2 += TileOffsByDiagDir(ReverseDiagDir(d)); // go clockwise
2161 return false;
2166 * Tries to build a house at this tile
2167 * @param t town the house will belong to
2168 * @param tile where the house will be built
2169 * @return false iff no house can be built at this tile
2171 static bool BuildTownHouse(Town *t, TileIndex tile)
2173 /* forbidden building here by town layout */
2174 if (!TownLayoutAllowsHouseHere(t, tile)) return false;
2176 /* no house allowed at all, bail out */
2177 if (!CanBuildHouseHere(tile, t->index, false)) return false;
2179 Slope slope = GetTileSlope(tile);
2180 int maxz = GetTileMaxZ(tile);
2182 /* Get the town zone type of the current tile, as well as the climate.
2183 * This will allow to easily compare with the specs of the new house to build */
2184 HouseZonesBits rad = GetTownRadiusGroup(t, tile);
2186 /* Above snow? */
2187 int land = _settings_game.game_creation.landscape;
2188 if (land == LT_ARCTIC && maxz > HighestSnowLine()) land = -1;
2190 uint bitmask = (1 << rad) + (1 << (land + 12));
2192 /* bits 0-4 are used
2193 * bits 11-15 are used
2194 * bits 5-10 are not used. */
2195 HouseID houses[NUM_HOUSES];
2196 uint num = 0;
2197 uint probs[NUM_HOUSES];
2198 uint probability_max = 0;
2200 /* Generate a list of all possible houses that can be built. */
2201 for (uint i = 0; i < NUM_HOUSES; i++) {
2202 const HouseSpec *hs = HouseSpec::Get(i);
2204 /* Verify that the candidate house spec matches the current tile status */
2205 if ((~hs->building_availability & bitmask) != 0 || !hs->enabled || hs->grf_prop.override != INVALID_HOUSE_ID) continue;
2207 /* Don't let these counters overflow. Global counters are 32bit, there will never be that many houses. */
2208 if (hs->class_id != HOUSE_NO_CLASS) {
2209 /* id_count is always <= class_count, so it doesn't need to be checked */
2210 if (t->cache.building_counts.class_count[hs->class_id] == UINT16_MAX) continue;
2211 } else {
2212 /* If the house has no class, check id_count instead */
2213 if (t->cache.building_counts.id_count[i] == UINT16_MAX) continue;
2216 /* Without NewHouses, all houses have probability '1' */
2217 uint cur_prob = (_loaded_newgrf_features.has_newhouses ? hs->probability : 1);
2218 probability_max += cur_prob;
2219 probs[num] = cur_prob;
2220 houses[num++] = (HouseID)i;
2223 TileIndex baseTile = tile;
2225 while (probability_max > 0) {
2226 /* Building a multitile building can change the location of tile.
2227 * The building would still be built partially on that tile, but
2228 * its northern tile would be elsewhere. However, if the callback
2229 * fails we would be basing further work from the changed tile.
2230 * So a next 1x1 tile building could be built on the wrong tile. */
2231 tile = baseTile;
2233 uint r = RandomRange(probability_max);
2234 uint i;
2235 for (i = 0; i < num; i++) {
2236 if (probs[i] > r) break;
2237 r -= probs[i];
2240 HouseID house = houses[i];
2241 probability_max -= probs[i];
2243 /* remove tested house from the set */
2244 num--;
2245 houses[i] = houses[num];
2246 probs[i] = probs[num];
2248 const HouseSpec *hs = HouseSpec::Get(house);
2250 if (_loaded_newgrf_features.has_newhouses && !_generating_world &&
2251 _game_mode != GM_EDITOR && (hs->extra_flags & BUILDING_IS_HISTORICAL) != 0) {
2252 continue;
2255 if (_cur_year < hs->min_year || _cur_year > hs->max_year) continue;
2257 /* Special houses that there can be only one of. */
2258 uint oneof = 0;
2260 if (hs->building_flags & BUILDING_IS_CHURCH) {
2261 SetBit(oneof, TOWN_HAS_CHURCH);
2262 } else if (hs->building_flags & BUILDING_IS_STADIUM) {
2263 SetBit(oneof, TOWN_HAS_STADIUM);
2266 if (t->flags & oneof) continue;
2268 /* Make sure there is no slope? */
2269 bool noslope = (hs->building_flags & TILE_NOT_SLOPED) != 0;
2270 if (noslope && slope != SLOPE_FLAT) continue;
2272 if (hs->building_flags & TILE_SIZE_2x2) {
2273 if (!CheckTownBuild2x2House(&tile, t, maxz, noslope)) continue;
2274 } else if (hs->building_flags & TILE_SIZE_2x1) {
2275 if (!CheckTownBuild2House(&tile, t, maxz, noslope, DIAGDIR_SW)) continue;
2276 } else if (hs->building_flags & TILE_SIZE_1x2) {
2277 if (!CheckTownBuild2House(&tile, t, maxz, noslope, DIAGDIR_SE)) continue;
2278 } else {
2279 /* 1x1 house checks are already done */
2282 byte random_bits = Random();
2284 if (HasBit(hs->callback_mask, CBM_HOUSE_ALLOW_CONSTRUCTION)) {
2285 uint16 callback_res = GetHouseCallback(CBID_HOUSE_ALLOW_CONSTRUCTION, 0, 0, house, t, tile, true, random_bits);
2286 if (callback_res != CALLBACK_FAILED && !Convert8bitBooleanCallback(hs->grf_prop.grffile, CBID_HOUSE_ALLOW_CONSTRUCTION, callback_res)) continue;
2289 /* build the house */
2290 t->cache.num_houses++;
2292 /* Special houses that there can be only one of. */
2293 t->flags |= oneof;
2295 byte construction_counter = 0;
2296 byte construction_stage = 0;
2298 if (_generating_world || _game_mode == GM_EDITOR) {
2299 uint32 r = Random();
2301 construction_stage = TOWN_HOUSE_COMPLETED;
2302 if (Chance16(1, 7)) construction_stage = GB(r, 0, 2);
2304 if (construction_stage == TOWN_HOUSE_COMPLETED) {
2305 ChangePopulation(t, hs->population);
2306 } else {
2307 construction_counter = GB(r, 2, 2);
2311 MakeTownHouse(tile, t, construction_counter, construction_stage, house, random_bits);
2312 UpdateTownRadius(t);
2313 UpdateTownCargoes(t, tile);
2315 return true;
2318 return false;
2322 * Update data structures when a house is removed
2323 * @param tile Tile of the house
2324 * @param t Town owning the house
2325 * @param house House type
2327 static void DoClearTownHouseHelper(TileIndex tile, Town *t, HouseID house)
2329 assert(IsHouseTile(tile));
2330 DecreaseBuildingCount(t, house);
2331 DoClearSquare(tile);
2332 DeleteAnimatedTile(tile);
2334 DeleteNewGRFInspectWindow(GSF_HOUSES, tile);
2338 * Determines if a given HouseID is part of a multitile house.
2339 * The given ID is set to the ID of the north tile and the TileDiff to the north tile is returned.
2341 * @param house Is changed to the HouseID of the north tile of the same house
2342 * @return TileDiff from the tile of the given HouseID to the north tile
2344 TileIndexDiff GetHouseNorthPart(HouseID &house)
2346 if (house >= 3) { // house id 0,1,2 MUST be single tile houses, or this code breaks.
2347 if (HouseSpec::Get(house - 1)->building_flags & TILE_SIZE_2x1) {
2348 house--;
2349 return TileDiffXY(-1, 0);
2350 } else if (HouseSpec::Get(house - 1)->building_flags & BUILDING_2_TILES_Y) {
2351 house--;
2352 return TileDiffXY(0, -1);
2353 } else if (HouseSpec::Get(house - 2)->building_flags & BUILDING_HAS_4_TILES) {
2354 house -= 2;
2355 return TileDiffXY(-1, 0);
2356 } else if (HouseSpec::Get(house - 3)->building_flags & BUILDING_HAS_4_TILES) {
2357 house -= 3;
2358 return TileDiffXY(-1, -1);
2361 return 0;
2364 void ClearTownHouse(Town *t, TileIndex tile)
2366 assert(IsHouseTile(tile));
2368 HouseID house = GetHouseType(tile);
2370 /* need to align the tile to point to the upper left corner of the house */
2371 tile += GetHouseNorthPart(house); // modifies house to the ID of the north tile
2373 const HouseSpec *hs = HouseSpec::Get(house);
2375 /* Remove population from the town if the house is finished. */
2376 if (IsHouseCompleted(tile)) {
2377 ChangePopulation(t, -hs->population);
2380 t->cache.num_houses--;
2382 /* Clear flags for houses that only may exist once/town. */
2383 if (hs->building_flags & BUILDING_IS_CHURCH) {
2384 ClrBit(t->flags, TOWN_HAS_CHURCH);
2385 } else if (hs->building_flags & BUILDING_IS_STADIUM) {
2386 ClrBit(t->flags, TOWN_HAS_STADIUM);
2389 /* Do the actual clearing of tiles */
2390 uint eflags = hs->building_flags;
2391 DoClearTownHouseHelper(tile, t, house);
2392 if (eflags & BUILDING_2_TILES_Y) DoClearTownHouseHelper(tile + TileDiffXY(0, 1), t, ++house);
2393 if (eflags & BUILDING_2_TILES_X) DoClearTownHouseHelper(tile + TileDiffXY(1, 0), t, ++house);
2394 if (eflags & BUILDING_HAS_4_TILES) DoClearTownHouseHelper(tile + TileDiffXY(1, 1), t, ++house);
2396 UpdateTownRadius(t);
2398 /* Update cargo acceptance. */
2399 UpdateTownCargoes(t, tile);
2403 * Rename a town (server-only).
2404 * @param tile unused
2405 * @param flags type of operation
2406 * @param p1 town ID to rename
2407 * @param p2 unused
2408 * @param text the new name or an empty string when resetting to the default
2409 * @return the cost of this operation or an error
2411 CommandCost CmdRenameTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
2413 Town *t = Town::GetIfValid(p1);
2414 if (t == NULL) return CMD_ERROR;
2416 bool reset = StrEmpty(text);
2418 if (!reset) {
2419 if (Utf8StringLength(text) >= MAX_LENGTH_TOWN_NAME_CHARS) return CMD_ERROR;
2420 if (!IsUniqueTownName(text)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE);
2423 if (flags & DC_EXEC) {
2424 free(t->name);
2425 t->name = reset ? NULL : strdup(text);
2427 t->UpdateVirtCoord();
2428 InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 1);
2429 UpdateAllStationVirtCoords();
2431 return CommandCost();
2435 * Determines the first cargo with a certain town effect
2436 * @param effect Town effect of interest
2437 * @return first active cargo slot with that effect
2439 const CargoSpec *FindFirstCargoWithTownEffect(TownEffect effect)
2441 const CargoSpec *cs;
2442 FOR_ALL_CARGOSPECS(cs) {
2443 if (cs->town_effect == effect) return cs;
2445 return NULL;
2448 static void UpdateTownGrowRate(Town *t);
2451 * Change the cargo goal of a town.
2452 * @param tile Unused.
2453 * @param flags Type of operation.
2454 * @param p1 various bitstuffed elements
2455 * - p1 = (bit 0 - 15) - Town ID to cargo game of.
2456 * - p1 = (bit 16 - 23) - TownEffect to change the game of.
2457 * @param p2 The new goal value.
2458 * @param text Unused.
2459 * @return Empty cost or an error.
2461 CommandCost CmdTownCargoGoal(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
2463 if (_current_company != OWNER_DEITY) return CMD_ERROR;
2465 TownEffect te = (TownEffect)GB(p1, 16, 8);
2466 if (te < TE_BEGIN || te > TE_END) return CMD_ERROR;
2468 uint16 index = GB(p1, 0, 16);
2469 Town *t = Town::GetIfValid(index);
2470 if (t == NULL) return CMD_ERROR;
2472 /* Validate if there is a cargo which is the requested TownEffect */
2473 const CargoSpec *cargo = FindFirstCargoWithTownEffect(te);
2474 if (cargo == NULL) return CMD_ERROR;
2476 if (flags & DC_EXEC) {
2477 t->goal[te] = p2;
2478 UpdateTownGrowRate(t);
2479 InvalidateWindowData(WC_TOWN_VIEW, index);
2482 return CommandCost();
2486 * Set a custom text in the Town window.
2487 * @param tile Unused.
2488 * @param flags Type of operation.
2489 * @param p1 Town ID to change the text of.
2490 * @param p2 Unused.
2491 * @param text The new text (empty to remove the text).
2492 * @return Empty cost or an error.
2494 CommandCost CmdTownSetText(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
2496 if (_current_company != OWNER_DEITY) return CMD_ERROR;
2497 Town *t = Town::GetIfValid(p1);
2498 if (t == NULL) return CMD_ERROR;
2500 if (flags & DC_EXEC) {
2501 free(t->text);
2502 t->text = StrEmpty(text) ? NULL : strdup(text);
2503 InvalidateWindowData(WC_TOWN_VIEW, p1);
2506 return CommandCost();
2510 * Change the growth rate of the town.
2511 * @param tile Unused.
2512 * @param flags Type of operation.
2513 * @param p1 Town ID to cargo game of.
2514 * @param p2 Amount of days between growth, or TOWN_GROW_RATE_CUSTOM_NONE, or 0 to reset custom growth rate.
2515 * @param text Unused.
2516 * @return Empty cost or an error.
2518 CommandCost CmdTownGrowthRate(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
2520 if (_current_company != OWNER_DEITY) return CMD_ERROR;
2521 if ((p2 & TOWN_GROW_RATE_CUSTOM) != 0 && p2 != TOWN_GROW_RATE_CUSTOM_NONE) return CMD_ERROR;
2522 if (GB(p2, 16, 16) != 0) return CMD_ERROR;
2524 Town *t = Town::GetIfValid(p1);
2525 if (t == NULL) return CMD_ERROR;
2527 if (flags & DC_EXEC) {
2528 if (p2 == 0) {
2529 /* Clear TOWN_GROW_RATE_CUSTOM, UpdateTownGrowRate will determine a proper value */
2530 t->growth_rate = 0;
2531 } else {
2532 uint old_rate = t->growth_rate & ~TOWN_GROW_RATE_CUSTOM;
2533 if (t->grow_counter >= old_rate) {
2534 /* This also catches old_rate == 0 */
2535 t->grow_counter = p2;
2536 } else {
2537 /* Scale grow_counter, so half finished houses stay half finished */
2538 t->grow_counter = t->grow_counter * p2 / old_rate;
2540 t->growth_rate = p2 | TOWN_GROW_RATE_CUSTOM;
2542 UpdateTownGrowRate(t);
2543 InvalidateWindowData(WC_TOWN_VIEW, p1);
2546 return CommandCost();
2550 * Expand a town (scenario editor only).
2551 * @param tile Unused.
2552 * @param flags Type of operation.
2553 * @param p1 Town ID to expand.
2554 * @param p2 Amount to grow, or 0 to grow a random size up to the current amount of houses.
2555 * @param text Unused.
2556 * @return Empty cost or an error.
2558 CommandCost CmdExpandTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
2560 if (_game_mode != GM_EDITOR && _current_company != OWNER_DEITY) return CMD_ERROR;
2561 Town *t = Town::GetIfValid(p1);
2562 if (t == NULL) return CMD_ERROR;
2564 if (flags & DC_EXEC) {
2565 /* The more houses, the faster we grow */
2566 if (p2 == 0) {
2567 uint amount = RandomRange(ClampToU16(t->cache.num_houses / 10)) + 3;
2568 t->cache.num_houses += amount;
2569 UpdateTownRadius(t);
2571 uint n = amount * 10;
2572 do GrowTown(t); while (--n);
2574 t->cache.num_houses -= amount;
2575 } else {
2576 for (; p2 > 0; p2--) {
2577 /* Try several times to grow, as we are really suppose to grow */
2578 for (uint i = 0; i < 25; i++) if (GrowTown(t)) break;
2581 UpdateTownRadius(t);
2583 UpdateTownMaxPass(t);
2586 return CommandCost();
2590 * Delete a town (scenario editor or worldgen only).
2591 * @param tile Unused.
2592 * @param flags Type of operation.
2593 * @param p1 Town ID to delete.
2594 * @param p2 Unused.
2595 * @param text Unused.
2596 * @return Empty cost or an error.
2598 CommandCost CmdDeleteTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
2600 if (_game_mode != GM_EDITOR && !_generating_world) return CMD_ERROR;
2601 Town *t = Town::GetIfValid(p1);
2602 if (t == NULL) return CMD_ERROR;
2604 /* Stations refer to towns. */
2605 const Station *st;
2606 FOR_ALL_STATIONS(st) {
2607 if (st->town == t) {
2608 /* Non-oil rig stations are always a problem. */
2609 if (!(st->facilities & FACIL_AIRPORT) || st->airport.type != AT_OILRIG) return CMD_ERROR;
2610 /* We can only automatically delete oil rigs *if* there's no vehicle on them. */
2611 CommandCost ret = DoCommand(st->airport.tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
2612 if (ret.Failed()) return ret;
2616 /* Depots refer to towns. */
2617 const Depot *d;
2618 FOR_ALL_DEPOTS(d) {
2619 if (d->town == t) return CMD_ERROR;
2622 /* Check all tiles for town ownership. */
2623 for (TileIndex tile = 0; tile < MapSize(); ++tile) {
2624 bool try_clear = false;
2625 if (IsHouseTile(tile)) {
2626 try_clear = GetTownIndex(tile) == t->index;
2627 } else if (IsIndustryTile(tile)) {
2628 try_clear = Industry::GetByTile(tile)->town == t;
2629 } else {
2630 switch (GetTileType(tile)) {
2631 case TT_MISC:
2632 if (IsTunnelTile(tile)) {
2633 try_clear = IsTileOwner(tile, OWNER_TOWN) && ClosestTownFromTile(tile, UINT_MAX) == t;
2634 break;
2636 if (!IsLevelCrossingTile(tile)) break;
2637 /* fall through */
2638 case TT_ROAD:
2639 try_clear = HasTownOwnedRoad(tile) && GetTownIndex(tile) == t->index;
2640 break;
2642 case TT_OBJECT:
2643 if (Town::GetNumItems() == 1) {
2644 /* No towns will be left, remove it! */
2645 try_clear = true;
2646 } else {
2647 Object *o = Object::GetByTile(tile);
2648 if (o->town == t) {
2649 if (o->type == OBJECT_STATUE) {
2650 /* Statue... always remove. */
2651 try_clear = true;
2652 } else {
2653 /* Tell to find a new town. */
2654 if (flags & DC_EXEC) o->town = NULL;
2658 break;
2660 default:
2661 break;
2664 if (try_clear) {
2665 CommandCost ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
2666 if (ret.Failed()) return ret;
2670 /* The town destructor will delete the other things related to the town. */
2671 if (flags & DC_EXEC) delete t;
2673 return CommandCost();
2677 * Factor in the cost of each town action.
2678 * @see TownActions
2680 const byte _town_action_costs[TACT_COUNT] = {
2681 2, 4, 9, 35, 48, 53, 117, 175
2684 static CommandCost TownActionAdvertiseSmall(Town *t, DoCommandFlag flags)
2686 if (flags & DC_EXEC) {
2687 ModifyStationRatingAround(t->xy, _current_company, 0x40, 10);
2689 return CommandCost();
2692 static CommandCost TownActionAdvertiseMedium(Town *t, DoCommandFlag flags)
2694 if (flags & DC_EXEC) {
2695 ModifyStationRatingAround(t->xy, _current_company, 0x70, 15);
2697 return CommandCost();
2700 static CommandCost TownActionAdvertiseLarge(Town *t, DoCommandFlag flags)
2702 if (flags & DC_EXEC) {
2703 ModifyStationRatingAround(t->xy, _current_company, 0xA0, 20);
2705 return CommandCost();
2708 static CommandCost TownActionRoadRebuild(Town *t, DoCommandFlag flags)
2710 /* Check if the company is allowed to fund new roads. */
2711 if (!_settings_game.economy.fund_roads) return CMD_ERROR;
2713 if (flags & DC_EXEC) {
2714 t->road_build_months = 6;
2716 char company_name[MAX_LENGTH_COMPANY_NAME_CHARS * MAX_CHAR_LENGTH];
2717 SetDParam(0, _current_company);
2718 GetString(company_name, STR_COMPANY_NAME, lastof(company_name));
2720 char *cn = strdup(company_name);
2721 SetDParam(0, t->index);
2722 SetDParamStr(1, cn);
2724 AddNewsItem(STR_NEWS_ROAD_REBUILDING, NT_GENERAL, NF_NORMAL, NR_TOWN, t->index, NR_NONE, UINT32_MAX, cn);
2725 AI::BroadcastNewEvent(new ScriptEventRoadReconstruction((ScriptCompany::CompanyID)(Owner)_current_company, t->index));
2726 Game::NewEvent(new ScriptEventRoadReconstruction((ScriptCompany::CompanyID)(Owner)_current_company, t->index));
2728 return CommandCost();
2732 * Check whether the land can be cleared.
2733 * @param tile Tile to check.
2734 * @return The tile can be cleared.
2736 static bool TryClearTile(TileIndex tile)
2738 Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
2739 CommandCost r = DoCommand(tile, 0, 0, DC_NONE, CMD_LANDSCAPE_CLEAR);
2740 cur_company.Restore();
2741 return r.Succeeded();
2744 /** Structure for storing data while searching the best place to build a statue. */
2745 struct StatueBuildSearchData {
2746 TileIndex best_position; ///< Best position found so far.
2747 int tile_count; ///< Number of tiles tried.
2749 StatueBuildSearchData(TileIndex best_pos, int count) : best_position(best_pos), tile_count(count) { }
2753 * Search callback function for #TownActionBuildStatue.
2754 * @param tile Tile on which to perform the search.
2755 * @param user_data Reference to the statue search data.
2756 * @return Result of the test.
2758 static bool SearchTileForStatue(TileIndex tile, void *user_data)
2760 static const int STATUE_NUMBER_INNER_TILES = 25; // Number of tiles int the center of the city, where we try to protect houses.
2762 StatueBuildSearchData *statue_data = (StatueBuildSearchData *)user_data;
2763 statue_data->tile_count++;
2765 /* Statues can be build on slopes, just like houses. Only the steep slopes is a no go. */
2766 if (IsSteepSlope(GetTileSlope(tile))) return false;
2767 /* Don't build statues under bridges. */
2768 if (HasBridgeAbove(tile)) return false;
2770 /* A clear-able open space is always preferred. */
2771 if (IsGroundTile(tile) && TryClearTile(tile)) {
2772 statue_data->best_position = tile;
2773 return true;
2776 bool house = IsHouseTile(tile);
2778 /* Searching inside the inner circle. */
2779 if (statue_data->tile_count <= STATUE_NUMBER_INNER_TILES) {
2780 /* Save first house in inner circle. */
2781 if (house && statue_data->best_position == INVALID_TILE && TryClearTile(tile)) {
2782 statue_data->best_position = tile;
2785 /* If we have reached the end of the inner circle, and have a saved house, terminate the search. */
2786 return statue_data->tile_count == STATUE_NUMBER_INNER_TILES && statue_data->best_position != INVALID_TILE;
2789 /* Searching outside the circle, just pick the first possible spot. */
2790 statue_data->best_position = tile; // Is optimistic, the condition below must also hold.
2791 return house && TryClearTile(tile);
2795 * Perform a 9x9 tiles circular search from the center of the town
2796 * in order to find a free tile to place a statue
2797 * @param t town to search in
2798 * @param flags Used to check if the statue must be built or not.
2799 * @return Empty cost or an error.
2801 static CommandCost TownActionBuildStatue(Town *t, DoCommandFlag flags)
2803 if (!Object::CanAllocateItem()) return_cmd_error(STR_ERROR_TOO_MANY_OBJECTS);
2805 TileIndex tile = t->xy;
2806 StatueBuildSearchData statue_data(INVALID_TILE, 0);
2807 if (!CircularTileSearch(&tile, 9, SearchTileForStatue, &statue_data)) return_cmd_error(STR_ERROR_STATUE_NO_SUITABLE_PLACE);
2809 if (flags & DC_EXEC) {
2810 Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
2811 DoCommand(statue_data.best_position, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
2812 cur_company.Restore();
2813 BuildObject(OBJECT_STATUE, statue_data.best_position, _current_company, t);
2814 SetBit(t->statues, _current_company); // Once found and built, "inform" the Town.
2815 MarkTileDirtyByTile(statue_data.best_position);
2817 return CommandCost();
2820 static CommandCost TownActionFundBuildings(Town *t, DoCommandFlag flags)
2822 /* Check if it's allowed to buy the rights */
2823 if (!_settings_game.economy.fund_buildings) return CMD_ERROR;
2825 if (flags & DC_EXEC) {
2826 /* Build next tick */
2827 t->grow_counter = 1;
2828 /* And grow for 3 months */
2829 t->fund_buildings_months = 3;
2831 /* Enable growth (also checking GameScript's opinion) */
2832 UpdateTownGrowRate(t);
2834 SetWindowDirty(WC_TOWN_VIEW, t->index);
2836 return CommandCost();
2839 static CommandCost TownActionBuyRights(Town *t, DoCommandFlag flags)
2841 /* Check if it's allowed to buy the rights */
2842 if (!_settings_game.economy.exclusive_rights) return CMD_ERROR;
2844 if (flags & DC_EXEC) {
2845 t->exclusive_counter = 12;
2846 t->exclusivity = _current_company;
2848 ModifyStationRatingAround(t->xy, _current_company, 130, 17);
2850 SetWindowClassesDirty(WC_STATION_VIEW);
2852 /* Spawn news message */
2853 CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
2854 cni->FillData(Company::Get(_current_company));
2855 SetDParam(0, STR_NEWS_EXCLUSIVE_RIGHTS_TITLE);
2856 SetDParam(1, STR_NEWS_EXCLUSIVE_RIGHTS_DESCRIPTION);
2857 SetDParam(2, t->index);
2858 SetDParamStr(3, cni->company_name);
2859 AddNewsItem(STR_MESSAGE_NEWS_FORMAT, NT_GENERAL, NF_COMPANY, NR_TOWN, t->index, NR_NONE, UINT32_MAX, cni);
2860 AI::BroadcastNewEvent(new ScriptEventExclusiveTransportRights((ScriptCompany::CompanyID)(Owner)_current_company, t->index));
2861 Game::NewEvent(new ScriptEventExclusiveTransportRights((ScriptCompany::CompanyID)(Owner)_current_company, t->index));
2863 return CommandCost();
2866 static CommandCost TownActionBribe(Town *t, DoCommandFlag flags)
2868 if (flags & DC_EXEC) {
2869 if (Chance16(1, 14)) {
2870 /* set as unwanted for 6 months */
2871 t->unwanted[_current_company] = 6;
2873 /* set all close by station ratings to 0 */
2874 Station *st;
2875 FOR_ALL_STATIONS(st) {
2876 if (st->town == t && st->owner == _current_company) {
2877 for (CargoID i = 0; i < NUM_CARGO; i++) st->goods[i].rating = 0;
2881 /* only show error message to the executing player. All errors are handled command.c
2882 * but this is special, because it can only 'fail' on a DC_EXEC */
2883 if (IsLocalCompany()) ShowErrorMessage(STR_ERROR_BRIBE_FAILED, INVALID_STRING_ID, WL_INFO);
2885 /* decrease by a lot!
2886 * ChangeTownRating is only for stuff in demolishing. Bribe failure should
2887 * be independent of any cheat settings
2889 if (t->ratings[_current_company] > RATING_BRIBE_DOWN_TO) {
2890 t->ratings[_current_company] = RATING_BRIBE_DOWN_TO;
2891 SetWindowDirty(WC_TOWN_AUTHORITY, t->index);
2893 } else {
2894 ChangeTownRating(t, RATING_BRIBE_UP_STEP, RATING_BRIBE_MAXIMUM, DC_EXEC);
2897 return CommandCost();
2900 typedef CommandCost TownActionProc(Town *t, DoCommandFlag flags);
2901 static TownActionProc * const _town_action_proc[] = {
2902 TownActionAdvertiseSmall,
2903 TownActionAdvertiseMedium,
2904 TownActionAdvertiseLarge,
2905 TownActionRoadRebuild,
2906 TownActionBuildStatue,
2907 TownActionFundBuildings,
2908 TownActionBuyRights,
2909 TownActionBribe
2913 * Get a list of available actions to do at a town.
2914 * @param nump if not NULL add put the number of available actions in it
2915 * @param cid the company that is querying the town
2916 * @param t the town that is queried
2917 * @return bitmasked value of enabled actions
2919 uint GetMaskOfTownActions(int *nump, CompanyID cid, const Town *t)
2921 int num = 0;
2922 TownActions buttons = TACT_NONE;
2924 /* Spectators and unwanted have no options */
2925 if (cid != COMPANY_SPECTATOR && !(_settings_game.economy.bribe && t->unwanted[cid])) {
2927 /* Things worth more than this are not shown */
2928 Money avail = Company::Get(cid)->money + _price[PR_STATION_VALUE] * 200;
2930 /* Check the action bits for validity and
2931 * if they are valid add them */
2932 for (uint i = 0; i != lengthof(_town_action_costs); i++) {
2933 const TownActions cur = (TownActions)(1 << i);
2935 /* Is the company not able to bribe ? */
2936 if (cur == TACT_BRIBE && (!_settings_game.economy.bribe || t->ratings[cid] >= RATING_BRIBE_MAXIMUM)) continue;
2938 /* Is the company not able to buy exclusive rights ? */
2939 if (cur == TACT_BUY_RIGHTS && !_settings_game.economy.exclusive_rights) continue;
2941 /* Is the company not able to fund buildings ? */
2942 if (cur == TACT_FUND_BUILDINGS && !_settings_game.economy.fund_buildings) continue;
2944 /* Is the company not able to fund local road reconstruction? */
2945 if (cur == TACT_ROAD_REBUILD && !_settings_game.economy.fund_roads) continue;
2947 /* Is the company not able to build a statue ? */
2948 if (cur == TACT_BUILD_STATUE && HasBit(t->statues, cid)) continue;
2950 if (avail >= _town_action_costs[i] * _price[PR_TOWN_ACTION] >> 8) {
2951 buttons |= cur;
2952 num++;
2957 if (nump != NULL) *nump = num;
2958 return buttons;
2962 * Do a town action.
2963 * This performs an action such as advertising, building a statue, funding buildings,
2964 * but also bribing the town-council
2965 * @param tile unused
2966 * @param flags type of operation
2967 * @param p1 town to do the action at
2968 * @param p2 action to perform, @see _town_action_proc for the list of available actions
2969 * @param text unused
2970 * @return the cost of this operation or an error
2972 CommandCost CmdDoTownAction(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
2974 Town *t = Town::GetIfValid(p1);
2975 if (t == NULL || p2 >= lengthof(_town_action_proc)) return CMD_ERROR;
2977 if (!HasBit(GetMaskOfTownActions(NULL, _current_company, t), p2)) return CMD_ERROR;
2979 CommandCost cost(EXPENSES_OTHER, _price[PR_TOWN_ACTION] * _town_action_costs[p2] >> 8);
2981 CommandCost ret = _town_action_proc[p2](t, flags);
2982 if (ret.Failed()) return ret;
2984 if (flags & DC_EXEC) {
2985 SetWindowDirty(WC_TOWN_AUTHORITY, p1);
2988 return cost;
2991 static void UpdateTownRating(Town *t)
2993 /* Increase company ratings if they're low */
2994 const Company *c;
2995 FOR_ALL_COMPANIES(c) {
2996 if (t->ratings[c->index] < RATING_GROWTH_MAXIMUM) {
2997 t->ratings[c->index] = min((int)RATING_GROWTH_MAXIMUM, t->ratings[c->index] + RATING_GROWTH_UP_STEP);
3001 const Station *st;
3002 FOR_ALL_STATIONS(st) {
3003 if (DistanceSquare(st->xy, t->xy) <= t->cache.squared_town_zone_radius[0]) {
3004 if (st->time_since_load <= 20 || st->time_since_unload <= 20) {
3005 if (Company::IsValidID(st->owner)) {
3006 int new_rating = t->ratings[st->owner] + RATING_STATION_UP_STEP;
3007 t->ratings[st->owner] = min(new_rating, INT16_MAX); // do not let it overflow
3009 } else {
3010 if (Company::IsValidID(st->owner)) {
3011 int new_rating = t->ratings[st->owner] + RATING_STATION_DOWN_STEP;
3012 t->ratings[st->owner] = max(new_rating, INT16_MIN);
3018 /* clamp all ratings to valid values */
3019 for (uint i = 0; i < MAX_COMPANIES; i++) {
3020 t->ratings[i] = Clamp(t->ratings[i], RATING_MINIMUM, RATING_MAXIMUM);
3023 SetWindowDirty(WC_TOWN_AUTHORITY, t->index);
3026 static void UpdateTownGrowRate(Town *t)
3028 ClrBit(t->flags, TOWN_IS_GROWING);
3029 SetWindowDirty(WC_TOWN_VIEW, t->index);
3031 if (_settings_game.economy.town_growth_rate == 0 && t->fund_buildings_months == 0) return;
3033 if (t->fund_buildings_months == 0) {
3034 /* Check if all goals are reached for this town to grow (given we are not funding it) */
3035 for (int i = TE_BEGIN; i < TE_END; i++) {
3036 switch (t->goal[i]) {
3037 case TOWN_GROWTH_WINTER:
3038 if (TileHeight(t->xy) >= GetSnowLine() && t->received[i].old_act == 0 && t->cache.population > 90) return;
3039 break;
3040 case TOWN_GROWTH_DESERT:
3041 if (GetTropicZone(t->xy) == TROPICZONE_DESERT && t->received[i].old_act == 0 && t->cache.population > 60) return;
3042 break;
3043 default:
3044 if (t->goal[i] > t->received[i].old_act) return;
3045 break;
3050 if ((t->growth_rate & TOWN_GROW_RATE_CUSTOM) != 0) {
3051 if (t->growth_rate != TOWN_GROW_RATE_CUSTOM_NONE) SetBit(t->flags, TOWN_IS_GROWING);
3052 SetWindowDirty(WC_TOWN_VIEW, t->index);
3053 return;
3057 * Towns are processed every TOWN_GROWTH_TICKS ticks, and this is the
3058 * number of times towns are processed before a new building is built.
3060 static const uint16 _grow_count_values[2][6] = {
3061 { 120, 120, 120, 100, 80, 60 }, // Fund new buildings has been activated
3062 { 320, 420, 300, 220, 160, 100 } // Normal values
3065 int n = 0;
3067 const Station *st;
3068 FOR_ALL_STATIONS(st) {
3069 if (DistanceSquare(st->xy, t->xy) <= t->cache.squared_town_zone_radius[0]) {
3070 if (st->time_since_load <= 20 || st->time_since_unload <= 20) {
3071 n++;
3076 uint16 m;
3078 if (t->fund_buildings_months != 0) {
3079 m = _grow_count_values[0][min(n, 5)];
3080 } else {
3081 m = _grow_count_values[1][min(n, 5)];
3082 if (n == 0 && !Chance16(1, 12)) return;
3085 /* Use the normal growth rate values if new buildings have been funded in
3086 * this town and the growth rate is set to none. */
3087 uint growth_multiplier = _settings_game.economy.town_growth_rate != 0 ? _settings_game.economy.town_growth_rate - 1 : 1;
3089 m >>= growth_multiplier;
3090 if (t->larger_town) m /= 2;
3092 t->growth_rate = m / (t->cache.num_houses / 50 + 1);
3093 if (m <= t->grow_counter) {
3094 t->grow_counter = m;
3097 SetBit(t->flags, TOWN_IS_GROWING);
3098 SetWindowDirty(WC_TOWN_VIEW, t->index);
3101 static void UpdateTownAmounts(Town *t)
3103 for (CargoID i = 0; i < NUM_CARGO; i++) t->supplied[i].NewMonth();
3104 for (int i = TE_BEGIN; i < TE_END; i++) t->received[i].NewMonth();
3105 if (t->fund_buildings_months != 0) t->fund_buildings_months--;
3107 SetWindowDirty(WC_TOWN_VIEW, t->index);
3110 static void UpdateTownUnwanted(Town *t)
3112 const Company *c;
3114 FOR_ALL_COMPANIES(c) {
3115 if (t->unwanted[c->index] > 0) t->unwanted[c->index]--;
3120 * Checks whether the local authority allows construction of a new station (rail, road, airport, dock) on the given tile
3121 * @param tile The tile where the station shall be constructed.
3122 * @param flags Command flags. DC_NO_TEST_TOWN_RATING is tested.
3123 * @return Succeeded or failed command.
3125 CommandCost CheckIfAuthorityAllowsNewStation(TileIndex tile, DoCommandFlag flags)
3127 if (!Company::IsValidID(_current_company) || (flags & DC_NO_TEST_TOWN_RATING)) return CommandCost();
3129 Town *t = ClosestTownFromTile(tile, _settings_game.economy.dist_local_authority);
3130 if (t == NULL) return CommandCost();
3132 if (t->ratings[_current_company] > RATING_VERYPOOR) return CommandCost();
3134 SetDParam(0, t->index);
3135 return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
3139 * Return the town closest to the given tile within \a threshold.
3140 * @param tile Starting point of the search.
3141 * @param threshold Biggest allowed distance to the town.
3142 * @return Closest town to \a tile within \a threshold, or \c NULL if there is no such town.
3144 * @note This function only uses distance, the #ClosestTownFromTile function also takes town ownership into account.
3146 Town *CalcClosestTownFromTile(TileIndex tile, uint threshold)
3148 Town *t;
3149 uint best = threshold;
3150 Town *best_town = NULL;
3152 FOR_ALL_TOWNS(t) {
3153 uint dist = DistanceManhattan(tile, t->xy);
3154 if (dist < best) {
3155 best = dist;
3156 best_town = t;
3160 return best_town;
3164 * Return the town closest (in distance or ownership) to a given tile, within a given threshold.
3165 * @param tile Starting point of the search.
3166 * @param threshold Biggest allowed distance to the town.
3167 * @return Closest town to \a tile within \a threshold, or \c NULL if there is no such town.
3169 * @note If you only care about distance, you can use the #CalcClosestTownFromTile function.
3171 Town *ClosestTownFromTile(TileIndex tile, uint threshold)
3173 if (IsHouseTile(tile)) {
3174 return Town::GetByTile(tile);
3175 } else if (IsRoadTile(tile) || IsLevelCrossingTile(tile)) {
3176 if (HasTownOwnedRoad(tile)) return Town::GetByTile(tile);
3178 TownID tid = GetTownIndex(tile);
3180 if (tid == (TownID)INVALID_TOWN) {
3181 /* in the case we are generating "many random towns", this value may be INVALID_TOWN */
3182 if (_generating_world) return CalcClosestTownFromTile(tile, threshold);
3183 assert(Town::GetNumItems() == 0);
3184 return NULL;
3187 assert(Town::IsValidID(tid));
3188 Town *town = Town::Get(tid);
3190 if (DistanceManhattan(tile, town->xy) >= threshold) town = NULL;
3192 return town;
3195 return CalcClosestTownFromTile(tile, threshold);
3198 static bool _town_rating_test = false; ///< If \c true, town rating is in test-mode.
3199 static SmallMap<const Town *, int, 4> _town_test_ratings; ///< Map of towns to modified ratings, while in town rating test-mode.
3202 * Switch the town rating to test-mode, to allow commands to be tested without affecting current ratings.
3203 * The function is safe to use in nested calls.
3204 * @param mode Test mode switch (\c true means go to test-mode, \c false means leave test-mode).
3206 void SetTownRatingTestMode(bool mode)
3208 static int ref_count = 0; // Number of times test-mode is switched on.
3209 if (mode) {
3210 if (ref_count == 0) {
3211 _town_test_ratings.Clear();
3213 ref_count++;
3214 } else {
3215 assert(ref_count > 0);
3216 ref_count--;
3218 _town_rating_test = !(ref_count == 0);
3222 * Get the rating of a town for the #_current_company.
3223 * @param t Town to get the rating from.
3224 * @return Rating of the current company in the given town.
3226 static int GetRating(const Town *t)
3228 if (_town_rating_test) {
3229 SmallMap<const Town *, int>::iterator it = _town_test_ratings.Find(t);
3230 if (it != _town_test_ratings.End()) {
3231 return it->second;
3234 return t->ratings[_current_company];
3238 * Changes town rating of the current company
3239 * @param t Town to affect
3240 * @param add Value to add
3241 * @param max Minimum (add < 0) resp. maximum (add > 0) rating that should be achievable with this change.
3242 * @param flags Command flags, especially DC_NO_MODIFY_TOWN_RATING is tested
3244 void ChangeTownRating(Town *t, int add, int max, DoCommandFlag flags)
3246 /* if magic_bulldozer cheat is active, town doesn't penalize for removing stuff */
3247 if (t == NULL || (flags & DC_NO_MODIFY_TOWN_RATING) ||
3248 !Company::IsValidID(_current_company) ||
3249 (_cheats.magic_bulldozer.value && add < 0)) {
3250 return;
3253 int rating = GetRating(t);
3254 if (add < 0) {
3255 if (rating > max) {
3256 rating += add;
3257 if (rating < max) rating = max;
3259 } else {
3260 if (rating < max) {
3261 rating += add;
3262 if (rating > max) rating = max;
3265 if (_town_rating_test) {
3266 _town_test_ratings[t] = rating;
3267 } else {
3268 SetBit(t->have_ratings, _current_company);
3269 t->ratings[_current_company] = rating;
3270 SetWindowDirty(WC_TOWN_AUTHORITY, t->index);
3275 * Does the town authority allow the (destructive) action of the current company?
3276 * @param flags Checking flags of the command.
3277 * @param t Town that must allow the company action.
3278 * @param type Type of action that is wanted.
3279 * @return A succeeded command if the action is allowed, a failed command if it is not allowed.
3281 CommandCost CheckforTownRating(DoCommandFlag flags, Town *t, TownRatingCheckType type)
3283 /* if magic_bulldozer cheat is active, town doesn't restrict your destructive actions */
3284 if (t == NULL || !Company::IsValidID(_current_company) ||
3285 _cheats.magic_bulldozer.value || (flags & DC_NO_TEST_TOWN_RATING)) {
3286 return CommandCost();
3289 /* minimum rating needed to be allowed to remove stuff */
3290 static const int needed_rating[][TOWN_RATING_CHECK_TYPE_COUNT] = {
3291 /* ROAD_REMOVE, TUNNELBRIDGE_REMOVE */
3292 { RATING_ROAD_NEEDED_PERMISSIVE, RATING_TUNNEL_BRIDGE_NEEDED_PERMISSIVE}, // Permissive
3293 { RATING_ROAD_NEEDED_NEUTRAL, RATING_TUNNEL_BRIDGE_NEEDED_NEUTRAL}, // Neutral
3294 { RATING_ROAD_NEEDED_HOSTILE, RATING_TUNNEL_BRIDGE_NEEDED_HOSTILE}, // Hostile
3297 /* check if you're allowed to remove the road/bridge/tunnel
3298 * owned by a town no removal if rating is lower than ... depends now on
3299 * difficulty setting. Minimum town rating selected by difficulty level
3301 int needed = needed_rating[_settings_game.difficulty.town_council_tolerance][type];
3303 if (GetRating(t) < needed) {
3304 SetDParam(0, t->index);
3305 return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
3308 return CommandCost();
3311 void TownsMonthlyLoop()
3313 Town *t;
3315 FOR_ALL_TOWNS(t) {
3316 if (t->road_build_months != 0) t->road_build_months--;
3318 if (t->exclusive_counter != 0) {
3319 if (--t->exclusive_counter == 0) t->exclusivity = INVALID_COMPANY;
3322 UpdateTownAmounts(t);
3323 UpdateTownRating(t);
3324 UpdateTownGrowRate(t);
3325 UpdateTownUnwanted(t);
3326 UpdateTownCargoes(t);
3329 UpdateTownCargoBitmap();
3332 void TownsYearlyLoop()
3334 /* Increment house ages */
3335 for (TileIndex t = 0; t < MapSize(); t++) {
3336 if (!IsHouseTile(t)) continue;
3337 IncrementHouseAge(t);
3341 static CommandCost TerraformTile_Town(TileIndex tile, DoCommandFlag flags, int z_new, Slope tileh_new)
3343 if (AutoslopeEnabled()) {
3344 HouseID house = GetHouseType(tile);
3345 GetHouseNorthPart(house); // modifies house to the ID of the north tile
3346 const HouseSpec *hs = HouseSpec::Get(house);
3348 /* Here we differ from TTDP by checking TILE_NOT_SLOPED */
3349 if (((hs->building_flags & TILE_NOT_SLOPED) == 0) && !IsSteepSlope(tileh_new) &&
3350 (GetTileMaxZ(tile) == z_new + GetSlopeMaxZ(tileh_new))) {
3351 bool allow_terraform = true;
3353 /* Call the autosloping callback per tile, not for the whole building at once. */
3354 house = GetHouseType(tile);
3355 hs = HouseSpec::Get(house);
3356 if (HasBit(hs->callback_mask, CBM_HOUSE_AUTOSLOPE)) {
3357 /* If the callback fails, allow autoslope. */
3358 uint16 res = GetHouseCallback(CBID_HOUSE_AUTOSLOPE, 0, 0, house, Town::GetByTile(tile), tile);
3359 if (res != CALLBACK_FAILED && ConvertBooleanCallback(hs->grf_prop.grffile, CBID_HOUSE_AUTOSLOPE, res)) allow_terraform = false;
3362 if (allow_terraform) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
3366 return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
3369 /** Tile callback functions for a town */
3370 extern const TileTypeProcs _tile_type_town_procs = {
3371 DrawTile_Town, // draw_tile_proc
3372 GetSlopePixelZ_Town, // get_slope_z_proc
3373 ClearTile_Town, // clear_tile_proc
3374 AddAcceptedCargo_Town, // add_accepted_cargo_proc
3375 GetTileDesc_Town, // get_tile_desc_proc
3376 NULL, // get_tile_railway_status_proc
3377 NULL, // get_tile_road_status_proc
3378 NULL, // get_tile_waterway_status_proc
3379 NULL, // click_tile_proc
3380 AnimateTile_Town, // animate_tile_proc
3381 TileLoop_Town, // tile_loop_proc
3382 ChangeTileOwner_Town, // change_tile_owner_proc
3383 AddProducedCargo_Town, // add_produced_cargo_proc
3384 GetFoundation_Town, // get_foundation_proc
3385 TerraformTile_Town, // terraform_tile_proc
3389 HouseSpec _house_specs[NUM_HOUSES];
3391 void ResetHouses()
3393 memset(&_house_specs, 0, sizeof(_house_specs));
3394 memcpy(&_house_specs, &_original_house_specs, sizeof(_original_house_specs));
3396 /* Reset any overrides that have been set. */
3397 _house_mngr.ResetOverride();