OpenTTD
town_cmd.cpp
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1 /* $Id$ */
2 
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  */
9 
12 #include "stdafx.h"
13 #include "road_internal.h" /* Cleaning up road bits */
14 #include "road_cmd.h"
15 #include "landscape.h"
16 #include "viewport_func.h"
17 #include "cmd_helper.h"
18 #include "command_func.h"
19 #include "industry.h"
20 #include "station_base.h"
21 #include "company_base.h"
22 #include "news_func.h"
23 #include "error.h"
24 #include "object.h"
25 #include "genworld.h"
26 #include "newgrf_debug.h"
27 #include "newgrf_house.h"
28 #include "newgrf_text.h"
29 #include "autoslope.h"
30 #include "tunnelbridge_map.h"
31 #include "strings_func.h"
32 #include "window_func.h"
33 #include "string_func.h"
34 #include "newgrf_cargo.h"
35 #include "cheat_type.h"
36 #include "animated_tile_func.h"
37 #include "date_func.h"
38 #include "subsidy_func.h"
39 #include "core/pool_func.hpp"
40 #include "town.h"
41 #include "townname_func.h"
42 #include "core/random_func.hpp"
43 #include "core/backup_type.hpp"
44 #include "depot_base.h"
45 #include "object_map.h"
46 #include "object_base.h"
47 #include "ai/ai.hpp"
48 #include "game/game.hpp"
49 
50 #include "table/strings.h"
51 #include "table/town_land.h"
52 
53 #include "safeguards.h"
54 
55 TownID _new_town_id;
57 
58 /* Initialize the town-pool */
59 TownPool _town_pool("Town");
61 
63 {
64  free(this->name);
65  free(this->text);
66 
67  if (CleaningPool()) return;
68 
69  /* Delete town authority window
70  * and remove from list of sorted towns */
71  DeleteWindowById(WC_TOWN_VIEW, this->index);
72 
73  /* Check no industry is related to us. */
74  const Industry *i;
75  FOR_ALL_INDUSTRIES(i) assert(i->town != this);
76 
77  /* ... and no object is related to us. */
78  const Object *o;
79  FOR_ALL_OBJECTS(o) assert(o->town != this);
80 
81  /* Check no tile is related to us. */
82  for (TileIndex tile = 0; tile < MapSize(); ++tile) {
83  switch (GetTileType(tile)) {
84  case MP_HOUSE:
85  assert(GetTownIndex(tile) != this->index);
86  break;
87 
88  case MP_ROAD:
89  assert(!HasTownOwnedRoad(tile) || GetTownIndex(tile) != this->index);
90  break;
91 
92  case MP_TUNNELBRIDGE:
93  assert(!IsTileOwner(tile, OWNER_TOWN) || ClosestTownFromTile(tile, UINT_MAX) != this);
94  break;
95 
96  default:
97  break;
98  }
99  }
100 
101  /* Clear the persistent storage list. */
102  this->psa_list.clear();
103 
104  DeleteSubsidyWith(ST_TOWN, this->index);
108 }
109 
110 
116 void Town::PostDestructor(size_t index)
117 {
120 
121  /* Give objects a new home! */
122  Object *o;
123  FOR_ALL_OBJECTS(o) {
124  if (o->town == NULL) o->town = CalcClosestTownFromTile(o->location.tile, UINT_MAX);
125  }
126 }
127 
132 {
133  if (layout != TL_RANDOM) {
134  this->layout = layout;
135  return;
136  }
137 
138  this->layout = TileHash(TileX(this->xy), TileY(this->xy)) % (NUM_TLS - 1);
139 }
140 
145 /* static */ Town *Town::GetRandom()
146 {
147  if (Town::GetNumItems() == 0) return NULL;
148  int num = RandomRange((uint16)Town::GetNumItems());
149  size_t index = MAX_UVALUE(size_t);
150 
151  while (num >= 0) {
152  num--;
153  index++;
154 
155  /* Make sure we have a valid town */
156  while (!Town::IsValidID(index)) {
157  index++;
158  assert(index < Town::GetPoolSize());
159  }
160  }
161 
162  return Town::Get(index);
163 }
164 
170 {
171  return (_price[PR_CLEAR_HOUSE] * this->removal_cost) >> 8;
172 }
173 
174 /* Local */
175 static int _grow_town_result;
176 
177 /* Describe the possible states */
178 enum TownGrowthResult {
179  GROWTH_SUCCEED = -1,
180  GROWTH_SEARCH_STOPPED = 0
181 // GROWTH_SEARCH_RUNNING >= 1
182 };
183 
184 static bool BuildTownHouse(Town *t, TileIndex tile);
185 static Town *CreateRandomTown(uint attempts, uint32 townnameparts, TownSize size, bool city, TownLayout layout);
186 
187 static void TownDrawHouseLift(const TileInfo *ti)
188 {
189  AddChildSpriteScreen(SPR_LIFT, PAL_NONE, 14, 60 - GetLiftPosition(ti->tile));
190 }
191 
192 typedef void TownDrawTileProc(const TileInfo *ti);
193 static TownDrawTileProc * const _town_draw_tile_procs[1] = {
194  TownDrawHouseLift
195 };
196 
203 {
204  return (DiagDirection)(3 & Random());
205 }
206 
212 static void DrawTile_Town(TileInfo *ti)
213 {
214  HouseID house_id = GetHouseType(ti->tile);
215 
216  if (house_id >= NEW_HOUSE_OFFSET) {
217  /* Houses don't necessarily need new graphics. If they don't have a
218  * spritegroup associated with them, then the sprite for the substitute
219  * house id is drawn instead. */
220  if (HouseSpec::Get(house_id)->grf_prop.spritegroup[0] != NULL) {
221  DrawNewHouseTile(ti, house_id);
222  return;
223  } else {
224  house_id = HouseSpec::Get(house_id)->grf_prop.subst_id;
225  }
226  }
227 
228  /* Retrieve pointer to the draw town tile struct */
229  const DrawBuildingsTileStruct *dcts = &_town_draw_tile_data[house_id << 4 | TileHash2Bit(ti->x, ti->y) << 2 | GetHouseBuildingStage(ti->tile)];
230 
232 
233  DrawGroundSprite(dcts->ground.sprite, dcts->ground.pal);
234 
235  /* If houses are invisible, do not draw the upper part */
236  if (IsInvisibilitySet(TO_HOUSES)) return;
237 
238  /* Add a house on top of the ground? */
239  SpriteID image = dcts->building.sprite;
240  if (image != 0) {
241  AddSortableSpriteToDraw(image, dcts->building.pal,
242  ti->x + dcts->subtile_x,
243  ti->y + dcts->subtile_y,
244  dcts->width,
245  dcts->height,
246  dcts->dz,
247  ti->z,
249  );
250 
251  if (IsTransparencySet(TO_HOUSES)) return;
252  }
253 
254  {
255  int proc = dcts->draw_proc - 1;
256 
257  if (proc >= 0) _town_draw_tile_procs[proc](ti);
258  }
259 }
260 
261 static int GetSlopePixelZ_Town(TileIndex tile, uint x, uint y)
262 {
263  return GetTileMaxPixelZ(tile);
264 }
265 
268 {
269  HouseID hid = GetHouseType(tile);
270 
271  /* For NewGRF house tiles we might not be drawing a foundation. We need to
272  * account for this, as other structures should
273  * draw the wall of the foundation in this case.
274  */
275  if (hid >= NEW_HOUSE_OFFSET) {
276  const HouseSpec *hs = HouseSpec::Get(hid);
278  uint32 callback_res = GetHouseCallback(CBID_HOUSE_DRAW_FOUNDATIONS, 0, 0, hid, Town::GetByTile(tile), tile);
279  if (callback_res != CALLBACK_FAILED && !ConvertBooleanCallback(hs->grf_prop.grffile, CBID_HOUSE_DRAW_FOUNDATIONS, callback_res)) return FOUNDATION_NONE;
280  }
281  }
282  return FlatteningFoundation(tileh);
283 }
284 
291 static void AnimateTile_Town(TileIndex tile)
292 {
293  if (GetHouseType(tile) >= NEW_HOUSE_OFFSET) {
294  AnimateNewHouseTile(tile);
295  return;
296  }
297 
298  if (_tick_counter & 3) return;
299 
300  /* If the house is not one with a lift anymore, then stop this animating.
301  * Not exactly sure when this happens, but probably when a house changes.
302  * Before this was just a return...so it'd leak animated tiles..
303  * That bug seems to have been here since day 1?? */
304  if (!(HouseSpec::Get(GetHouseType(tile))->building_flags & BUILDING_IS_ANIMATED)) {
305  DeleteAnimatedTile(tile);
306  return;
307  }
308 
309  if (!LiftHasDestination(tile)) {
310  uint i;
311 
312  /* Building has 6 floors, number 0 .. 6, where 1 is illegal.
313  * This is due to the fact that the first floor is, in the graphics,
314  * the height of 2 'normal' floors.
315  * Furthermore, there are 6 lift positions from floor N (incl) to floor N + 1 (excl) */
316  do {
317  i = RandomRange(7);
318  } while (i == 1 || i * 6 == GetLiftPosition(tile));
319 
320  SetLiftDestination(tile, i);
321  }
322 
323  int pos = GetLiftPosition(tile);
324  int dest = GetLiftDestination(tile) * 6;
325  pos += (pos < dest) ? 1 : -1;
326  SetLiftPosition(tile, pos);
327 
328  if (pos == dest) {
329  HaltLift(tile);
330  DeleteAnimatedTile(tile);
331  }
332 
333  MarkTileDirtyByTile(tile);
334 }
335 
342 static bool IsCloseToTown(TileIndex tile, uint dist)
343 {
344  /* On a large map with many towns, it may be faster to check the surroundings of the tile.
345  * An iteration in TILE_AREA_LOOP() is generally 2 times faster than one in FOR_ALL_TOWNS(). */
346  if (Town::GetNumItems() > (size_t) (dist * dist * 2)) {
347  const int tx = TileX(tile);
348  const int ty = TileY(tile);
349  TileArea tile_area = TileArea(
350  TileXY(max(0, tx - (int) dist), max(0, ty - (int) dist)),
351  TileXY(min(MapMaxX(), tx + (int) dist), min(MapMaxY(), ty + (int) dist))
352  );
353  TILE_AREA_LOOP(atile, tile_area) {
354  if (GetTileType(atile) == MP_HOUSE) {
355  Town *t = Town::GetByTile(atile);
356  if (DistanceManhattan(tile, t->xy) < dist) return true;
357  }
358  }
359  return false;
360  }
361 
362  const Town *t;
363 
364  FOR_ALL_TOWNS(t) {
365  if (DistanceManhattan(tile, t->xy) < dist) return true;
366  }
367  return false;
368 }
369 
375 {
376  Point pt = RemapCoords2(TileX(this->xy) * TILE_SIZE, TileY(this->xy) * TILE_SIZE);
377  SetDParam(0, this->index);
378  SetDParam(1, this->cache.population);
379  this->cache.sign.UpdatePosition(pt.x, pt.y - 24 * ZOOM_LVL_BASE,
380  _settings_client.gui.population_in_label ? STR_VIEWPORT_TOWN_POP : STR_VIEWPORT_TOWN,
381  STR_VIEWPORT_TOWN);
382 
384 }
385 
388 {
389  Town *t;
390 
391  FOR_ALL_TOWNS(t) {
392  t->UpdateVirtCoord();
393  }
394 }
395 
401 static void ChangePopulation(Town *t, int mod)
402 {
403  t->cache.population += mod;
404  InvalidateWindowData(WC_TOWN_VIEW, t->index); // Cargo requirements may appear/vanish for small populations
405  t->UpdateVirtCoord();
406 
408 }
409 
416 {
417  uint32 pop = 0;
418  const Town *t;
419 
420  FOR_ALL_TOWNS(t) pop += t->cache.population;
421  return pop;
422 }
423 
429 {
430  assert(IsTileType(tile, MP_HOUSE));
431 
432  /* progress in construction stages */
434  if (GetHouseConstructionTick(tile) != 0) return;
435 
436  AnimateNewHouseConstruction(tile);
437 
438  if (IsHouseCompleted(tile)) {
439  /* Now that construction is complete, we can add the population of the
440  * building to the town. */
441  ChangePopulation(Town::GetByTile(tile), HouseSpec::Get(GetHouseType(tile))->population);
442  ResetHouseAge(tile);
443  }
444  MarkTileDirtyByTile(tile);
445 }
446 
452 {
453  uint flags = HouseSpec::Get(GetHouseType(tile))->building_flags;
454  if (flags & BUILDING_HAS_1_TILE) MakeSingleHouseBigger(TILE_ADDXY(tile, 0, 0));
455  if (flags & BUILDING_2_TILES_Y) MakeSingleHouseBigger(TILE_ADDXY(tile, 0, 1));
456  if (flags & BUILDING_2_TILES_X) MakeSingleHouseBigger(TILE_ADDXY(tile, 1, 0));
457  if (flags & BUILDING_HAS_4_TILES) MakeSingleHouseBigger(TILE_ADDXY(tile, 1, 1));
458 }
459 
466 static void TileLoop_Town(TileIndex tile)
467 {
468  HouseID house_id = GetHouseType(tile);
469 
470  /* NewHouseTileLoop returns false if Callback 21 succeeded, i.e. the house
471  * doesn't exist any more, so don't continue here. */
472  if (house_id >= NEW_HOUSE_OFFSET && !NewHouseTileLoop(tile)) return;
473 
474  if (!IsHouseCompleted(tile)) {
475  /* Construction is not completed. See if we can go further in construction*/
476  MakeTownHouseBigger(tile);
477  return;
478  }
479 
480  const HouseSpec *hs = HouseSpec::Get(house_id);
481 
482  /* If the lift has a destination, it is already an animated tile. */
483  if ((hs->building_flags & BUILDING_IS_ANIMATED) &&
484  house_id < NEW_HOUSE_OFFSET &&
485  !LiftHasDestination(tile) &&
486  Chance16(1, 2)) {
487  AddAnimatedTile(tile);
488  }
489 
490  Town *t = Town::GetByTile(tile);
491  uint32 r = Random();
492 
493  StationFinder stations(TileArea(tile, 1, 1));
494 
496  for (uint i = 0; i < 256; i++) {
497  uint16 callback = GetHouseCallback(CBID_HOUSE_PRODUCE_CARGO, i, r, house_id, t, tile);
498 
499  if (callback == CALLBACK_FAILED || callback == CALLBACK_HOUSEPRODCARGO_END) break;
500 
501  CargoID cargo = GetCargoTranslation(GB(callback, 8, 7), hs->grf_prop.grffile);
502  if (cargo == CT_INVALID) continue;
503 
504  uint amt = GB(callback, 0, 8);
505  if (amt == 0) continue;
506 
507  uint moved = MoveGoodsToStation(cargo, amt, ST_TOWN, t->index, stations.GetStations());
508 
509  const CargoSpec *cs = CargoSpec::Get(cargo);
510  t->supplied[cs->Index()].new_max += amt;
511  t->supplied[cs->Index()].new_act += moved;
512  }
513  } else {
514  if (GB(r, 0, 8) < hs->population) {
515  uint amt = GB(r, 0, 8) / 8 + 1;
516 
517  if (EconomyIsInRecession()) amt = (amt + 1) >> 1;
518  t->supplied[CT_PASSENGERS].new_max += amt;
519  t->supplied[CT_PASSENGERS].new_act += MoveGoodsToStation(CT_PASSENGERS, amt, ST_TOWN, t->index, stations.GetStations());
520  }
521 
522  if (GB(r, 8, 8) < hs->mail_generation) {
523  uint amt = GB(r, 8, 8) / 8 + 1;
524 
525  if (EconomyIsInRecession()) amt = (amt + 1) >> 1;
526  t->supplied[CT_MAIL].new_max += amt;
527  t->supplied[CT_MAIL].new_act += MoveGoodsToStation(CT_MAIL, amt, ST_TOWN, t->index, stations.GetStations());
528  }
529  }
530 
531  Backup<CompanyByte> cur_company(_current_company, OWNER_TOWN, FILE_LINE);
532 
533  if ((hs->building_flags & BUILDING_HAS_1_TILE) &&
535  CanDeleteHouse(tile) &&
536  GetHouseAge(tile) >= hs->minimum_life &&
537  --t->time_until_rebuild == 0) {
538  t->time_until_rebuild = GB(r, 16, 8) + 192;
539 
540  ClearTownHouse(t, tile);
541 
542  /* Rebuild with another house? */
543  if (GB(r, 24, 8) >= 12) BuildTownHouse(t, tile);
544  }
545 
546  cur_company.Restore();
547 }
548 
549 static CommandCost ClearTile_Town(TileIndex tile, DoCommandFlag flags)
550 {
551  if (flags & DC_AUTO) return_cmd_error(STR_ERROR_BUILDING_MUST_BE_DEMOLISHED);
552  if (!CanDeleteHouse(tile)) return CMD_ERROR;
553 
554  const HouseSpec *hs = HouseSpec::Get(GetHouseType(tile));
555 
557  cost.AddCost(hs->GetRemovalCost());
558 
559  int rating = hs->remove_rating_decrease;
560  Town *t = Town::GetByTile(tile);
561 
563  if (rating > t->ratings[_current_company] && !(flags & DC_NO_TEST_TOWN_RATING) && !_cheats.magic_bulldozer.value) {
564  SetDParam(0, t->index);
565  return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
566  }
567  }
568 
569  ChangeTownRating(t, -rating, RATING_HOUSE_MINIMUM, flags);
570  if (flags & DC_EXEC) {
571  ClearTownHouse(t, tile);
572  }
573 
574  return cost;
575 }
576 
577 static void AddProducedCargo_Town(TileIndex tile, CargoArray &produced)
578 {
579  HouseID house_id = GetHouseType(tile);
580  const HouseSpec *hs = HouseSpec::Get(house_id);
581  Town *t = Town::GetByTile(tile);
582 
584  for (uint i = 0; i < 256; i++) {
585  uint16 callback = GetHouseCallback(CBID_HOUSE_PRODUCE_CARGO, i, 0, house_id, t, tile);
586 
587  if (callback == CALLBACK_FAILED || callback == CALLBACK_HOUSEPRODCARGO_END) break;
588 
589  CargoID cargo = GetCargoTranslation(GB(callback, 8, 7), hs->grf_prop.grffile);
590 
591  if (cargo == CT_INVALID) continue;
592  produced[cargo]++;
593  }
594  } else {
595  if (hs->population > 0) {
596  produced[CT_PASSENGERS]++;
597  }
598  if (hs->mail_generation > 0) {
599  produced[CT_MAIL]++;
600  }
601  }
602 }
603 
604 static inline void AddAcceptedCargoSetMask(CargoID cargo, uint amount, CargoArray &acceptance, uint32 *always_accepted)
605 {
606  if (cargo == CT_INVALID || amount == 0) return;
607  acceptance[cargo] += amount;
608  SetBit(*always_accepted, cargo);
609 }
610 
611 static void AddAcceptedCargo_Town(TileIndex tile, CargoArray &acceptance, uint32 *always_accepted)
612 {
613  const HouseSpec *hs = HouseSpec::Get(GetHouseType(tile));
614  CargoID accepts[3];
615 
616  /* Set the initial accepted cargo types */
617  for (uint8 i = 0; i < lengthof(accepts); i++) {
618  accepts[i] = hs->accepts_cargo[i];
619  }
620 
621  /* Check for custom accepted cargo types */
623  uint16 callback = GetHouseCallback(CBID_HOUSE_ACCEPT_CARGO, 0, 0, GetHouseType(tile), Town::GetByTile(tile), tile);
624  if (callback != CALLBACK_FAILED) {
625  /* Replace accepted cargo types with translated values from callback */
626  accepts[0] = GetCargoTranslation(GB(callback, 0, 5), hs->grf_prop.grffile);
627  accepts[1] = GetCargoTranslation(GB(callback, 5, 5), hs->grf_prop.grffile);
628  accepts[2] = GetCargoTranslation(GB(callback, 10, 5), hs->grf_prop.grffile);
629  }
630  }
631 
632  /* Check for custom cargo acceptance */
634  uint16 callback = GetHouseCallback(CBID_HOUSE_CARGO_ACCEPTANCE, 0, 0, GetHouseType(tile), Town::GetByTile(tile), tile);
635  if (callback != CALLBACK_FAILED) {
636  AddAcceptedCargoSetMask(accepts[0], GB(callback, 0, 4), acceptance, always_accepted);
637  AddAcceptedCargoSetMask(accepts[1], GB(callback, 4, 4), acceptance, always_accepted);
638  if (_settings_game.game_creation.landscape != LT_TEMPERATE && HasBit(callback, 12)) {
639  /* The 'S' bit indicates food instead of goods */
640  AddAcceptedCargoSetMask(CT_FOOD, GB(callback, 8, 4), acceptance, always_accepted);
641  } else {
642  AddAcceptedCargoSetMask(accepts[2], GB(callback, 8, 4), acceptance, always_accepted);
643  }
644  return;
645  }
646  }
647 
648  /* No custom acceptance, so fill in with the default values */
649  for (uint8 i = 0; i < lengthof(accepts); i++) {
650  AddAcceptedCargoSetMask(accepts[i], hs->cargo_acceptance[i], acceptance, always_accepted);
651  }
652 }
653 
654 static void GetTileDesc_Town(TileIndex tile, TileDesc *td)
655 {
656  const HouseID house = GetHouseType(tile);
657  const HouseSpec *hs = HouseSpec::Get(house);
658  bool house_completed = IsHouseCompleted(tile);
659 
660  td->str = hs->building_name;
661 
662  uint16 callback_res = GetHouseCallback(CBID_HOUSE_CUSTOM_NAME, house_completed ? 1 : 0, 0, house, Town::GetByTile(tile), tile);
663  if (callback_res != CALLBACK_FAILED && callback_res != 0x400) {
664  if (callback_res > 0x400) {
666  } else {
667  StringID new_name = GetGRFStringID(hs->grf_prop.grffile->grfid, 0xD000 + callback_res);
668  if (new_name != STR_NULL && new_name != STR_UNDEFINED) {
669  td->str = new_name;
670  }
671  }
672  }
673 
674  if (!house_completed) {
675  SetDParamX(td->dparam, 0, td->str);
676  td->str = STR_LAI_TOWN_INDUSTRY_DESCRIPTION_UNDER_CONSTRUCTION;
677  }
678 
679  if (hs->grf_prop.grffile != NULL) {
680  const GRFConfig *gc = GetGRFConfig(hs->grf_prop.grffile->grfid);
681  td->grf = gc->GetName();
682  }
683 
684  td->owner[0] = OWNER_TOWN;
685 }
686 
687 static TrackStatus GetTileTrackStatus_Town(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
688 {
689  /* not used */
690  return 0;
691 }
692 
693 static void ChangeTileOwner_Town(TileIndex tile, Owner old_owner, Owner new_owner)
694 {
695  /* not used */
696 }
697 
702 {
703  t->cargo_accepted_total = 0;
704 
705  const TileArea &area = t->cargo_accepted.GetArea();
706  TILE_AREA_LOOP(tile, area) {
707  if (TileX(tile) % AcceptanceMatrix::GRID == 0 && TileY(tile) % AcceptanceMatrix::GRID == 0) {
708  t->cargo_accepted_total |= t->cargo_accepted[tile];
709  }
710  }
711 }
712 
719 static void UpdateTownCargoes(Town *t, TileIndex start, bool update_total = true)
720 {
721  CargoArray accepted, produced;
722  uint32 dummy;
723 
724  /* Gather acceptance for all houses in an area around the start tile.
725  * The area is composed of the square the tile is in, extended one square in all
726  * directions as the coverage area of a single station is bigger than just one square. */
728  TILE_AREA_LOOP(tile, area) {
729  if (!IsTileType(tile, MP_HOUSE) || GetTownIndex(tile) != t->index) continue;
730 
731  AddAcceptedCargo_Town(tile, accepted, &dummy);
732  AddProducedCargo_Town(tile, produced);
733  }
734 
735  /* Create bitmap of produced and accepted cargoes. */
736  uint32 acc = 0;
737  for (uint cid = 0; cid < NUM_CARGO; cid++) {
738  if (accepted[cid] >= 8) SetBit(acc, cid);
739  if (produced[cid] > 0) SetBit(t->cargo_produced, cid);
740  }
741  t->cargo_accepted[start] = acc;
742 
743  if (update_total) UpdateTownCargoTotal(t);
744 }
745 
750 {
751  t->cargo_produced = 0;
752 
753  const TileArea &area = t->cargo_accepted.GetArea();
754  if (area.tile == INVALID_TILE) return;
755 
756  /* Update acceptance for each grid square. */
757  TILE_AREA_LOOP(tile, area) {
758  if (TileX(tile) % AcceptanceMatrix::GRID == 0 && TileY(tile) % AcceptanceMatrix::GRID == 0) {
759  UpdateTownCargoes(t, tile, false);
760  }
761  }
762 
763  /* Update the total acceptance. */
765 }
766 
769 {
770  Town *town;
772 
773  FOR_ALL_TOWNS(town) {
775  }
776 }
777 
778 static bool GrowTown(Town *t);
779 
780 static void TownTickHandler(Town *t)
781 {
782  if (HasBit(t->flags, TOWN_IS_GROWING)) {
783  int i = t->grow_counter - 1;
784  if (i < 0) {
785  if (GrowTown(t)) {
787  } else {
788  i = 0;
789  }
790  }
791  t->grow_counter = i;
792  }
793 }
794 
795 void OnTick_Town()
796 {
797  if (_game_mode == GM_EDITOR) return;
798 
799  Town *t;
800  FOR_ALL_TOWNS(t) {
801  /* Run town tick at regular intervals, but not all at once. */
802  if ((_tick_counter + t->index) % TOWN_GROWTH_TICKS == 0) {
803  TownTickHandler(t);
804  }
805  }
806 }
807 
817 {
818  if (IsRoadDepotTile(tile) || IsStandardRoadStopTile(tile)) return ROAD_NONE;
819 
820  return GetAnyRoadBits(tile, ROADTYPE_ROAD, true);
821 }
822 
833 static bool IsNeighborRoadTile(TileIndex tile, const DiagDirection dir, uint dist_multi)
834 {
835  if (!IsValidTile(tile)) return false;
836 
837  /* Lookup table for the used diff values */
838  const TileIndexDiff tid_lt[3] = {
842  };
843 
844  dist_multi = (dist_multi + 1) * 4;
845  for (uint pos = 4; pos < dist_multi; pos++) {
846  /* Go (pos / 4) tiles to the left or the right */
847  TileIndexDiff cur = tid_lt[(pos & 1) ? 0 : 1] * (pos / 4);
848 
849  /* Use the current tile as origin, or go one tile backwards */
850  if (pos & 2) cur += tid_lt[2];
851 
852  /* Test for roadbit parallel to dir and facing towards the middle axis */
853  if (IsValidTile(tile + cur) &&
854  GetTownRoadBits(TILE_ADD(tile, cur)) & DiagDirToRoadBits((pos & 2) ? dir : ReverseDiagDir(dir))) return true;
855  }
856  return false;
857 }
858 
867 static bool IsRoadAllowedHere(Town *t, TileIndex tile, DiagDirection dir)
868 {
869  if (DistanceFromEdge(tile) == 0) return false;
870 
871  /* Prevent towns from building roads under bridges along the bridge. Looks silly. */
872  if (IsBridgeAbove(tile) && GetBridgeAxis(tile) == DiagDirToAxis(dir)) return false;
873 
874  /* Check if there already is a road at this point? */
875  if (GetTownRoadBits(tile) == ROAD_NONE) {
876  /* No, try if we are able to build a road piece there.
877  * If that fails clear the land, and if that fails exit.
878  * This is to make sure that we can build a road here later. */
879  if (DoCommand(tile, ((dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? ROAD_Y : ROAD_X), 0, DC_AUTO, CMD_BUILD_ROAD).Failed() &&
880  DoCommand(tile, 0, 0, DC_AUTO, CMD_LANDSCAPE_CLEAR).Failed()) {
881  return false;
882  }
883  }
884 
886  bool ret = !IsNeighborRoadTile(tile, dir, t->layout == TL_ORIGINAL ? 1 : 2);
887  if (cur_slope == SLOPE_FLAT) return ret;
888 
889  /* If the tile is not a slope in the right direction, then
890  * maybe terraform some. */
891  Slope desired_slope = (dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? SLOPE_NW : SLOPE_NE;
892  if (desired_slope != cur_slope && ComplementSlope(desired_slope) != cur_slope) {
893  if (Chance16(1, 8)) {
894  CommandCost res = CMD_ERROR;
895  if (!_generating_world && Chance16(1, 10)) {
896  /* Note: Do not replace "^ SLOPE_ELEVATED" with ComplementSlope(). The slope might be steep. */
897  res = DoCommand(tile, Chance16(1, 16) ? cur_slope : cur_slope ^ SLOPE_ELEVATED, 0,
898  DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
899  }
900  if (res.Failed() && Chance16(1, 3)) {
901  /* We can consider building on the slope, though. */
902  return ret;
903  }
904  }
905  return false;
906  }
907  return ret;
908 }
909 
910 static bool TerraformTownTile(TileIndex tile, int edges, int dir)
911 {
912  assert(tile < MapSize());
913 
914  CommandCost r = DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
915  if (r.Failed() || r.GetCost() >= (_price[PR_TERRAFORM] + 2) * 8) return false;
916  DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER | DC_EXEC, CMD_TERRAFORM_LAND);
917  return true;
918 }
919 
920 static void LevelTownLand(TileIndex tile)
921 {
922  assert(tile < MapSize());
923 
924  /* Don't terraform if land is plain or if there's a house there. */
925  if (IsTileType(tile, MP_HOUSE)) return;
926  Slope tileh = GetTileSlope(tile);
927  if (tileh == SLOPE_FLAT) return;
928 
929  /* First try up, then down */
930  if (!TerraformTownTile(tile, ~tileh & SLOPE_ELEVATED, 1)) {
931  TerraformTownTile(tile, tileh & SLOPE_ELEVATED, 0);
932  }
933 }
934 
945 {
946  /* align the grid to the downtown */
947  TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile); // Vector from downtown to the tile
948  RoadBits rcmd = ROAD_NONE;
949 
950  switch (t->layout) {
951  default: NOT_REACHED();
952 
953  case TL_2X2_GRID:
954  if ((grid_pos.x % 3) == 0) rcmd |= ROAD_Y;
955  if ((grid_pos.y % 3) == 0) rcmd |= ROAD_X;
956  break;
957 
958  case TL_3X3_GRID:
959  if ((grid_pos.x % 4) == 0) rcmd |= ROAD_Y;
960  if ((grid_pos.y % 4) == 0) rcmd |= ROAD_X;
961  break;
962  }
963 
964  /* Optimise only X-junctions */
965  if (rcmd != ROAD_ALL) return rcmd;
966 
967  RoadBits rb_template;
968 
969  switch (GetTileSlope(tile)) {
970  default: rb_template = ROAD_ALL; break;
971  case SLOPE_W: rb_template = ROAD_NW | ROAD_SW; break;
972  case SLOPE_SW: rb_template = ROAD_Y | ROAD_SW; break;
973  case SLOPE_S: rb_template = ROAD_SW | ROAD_SE; break;
974  case SLOPE_SE: rb_template = ROAD_X | ROAD_SE; break;
975  case SLOPE_E: rb_template = ROAD_SE | ROAD_NE; break;
976  case SLOPE_NE: rb_template = ROAD_Y | ROAD_NE; break;
977  case SLOPE_N: rb_template = ROAD_NE | ROAD_NW; break;
978  case SLOPE_NW: rb_template = ROAD_X | ROAD_NW; break;
979  case SLOPE_STEEP_W:
980  case SLOPE_STEEP_S:
981  case SLOPE_STEEP_E:
982  case SLOPE_STEEP_N:
983  rb_template = ROAD_NONE;
984  break;
985  }
986 
987  /* Stop if the template is compatible to the growth dir */
988  if (DiagDirToRoadBits(ReverseDiagDir(dir)) & rb_template) return rb_template;
989  /* If not generate a straight road in the direction of the growth */
991 }
992 
1004 {
1005  /* We can't look further than that. */
1006  if (DistanceFromEdge(tile) == 0) return false;
1007 
1008  uint counter = 0; // counts the house neighbor tiles
1009 
1010  /* Check the tiles E,N,W and S of the current tile for houses */
1011  for (DiagDirection dir = DIAGDIR_BEGIN; dir < DIAGDIR_END; dir++) {
1012  /* Count both void and house tiles for checking whether there
1013  * are enough houses in the area. This to make it likely that
1014  * houses get build up to the edge of the map. */
1015  switch (GetTileType(TileAddByDiagDir(tile, dir))) {
1016  case MP_HOUSE:
1017  case MP_VOID:
1018  counter++;
1019  break;
1020 
1021  default:
1022  break;
1023  }
1024 
1025  /* If there are enough neighbors stop here */
1026  if (counter >= 3) {
1027  if (BuildTownHouse(t, tile)) {
1028  _grow_town_result = GROWTH_SUCCEED;
1029  return true;
1030  }
1031  return false;
1032  }
1033  }
1034  return false;
1035 }
1036 
1045 static bool GrowTownWithRoad(const Town *t, TileIndex tile, RoadBits rcmd)
1046 {
1047  if (DoCommand(tile, rcmd, t->index, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD).Succeeded()) {
1048  _grow_town_result = GROWTH_SUCCEED;
1049  return true;
1050  }
1051  return false;
1052 }
1053 
1064 static bool GrowTownWithBridge(const Town *t, const TileIndex tile, const DiagDirection bridge_dir)
1065 {
1066  assert(bridge_dir < DIAGDIR_END);
1067 
1068  const Slope slope = GetTileSlope(tile);
1069 
1070  /* Make sure the direction is compatible with the slope.
1071  * Well we check if the slope has an up bit set in the
1072  * reverse direction. */
1073  if (slope != SLOPE_FLAT && slope & InclinedSlope(bridge_dir)) return false;
1074 
1075  /* Assure that the bridge is connectable to the start side */
1076  if (!(GetTownRoadBits(TileAddByDiagDir(tile, ReverseDiagDir(bridge_dir))) & DiagDirToRoadBits(bridge_dir))) return false;
1077 
1078  /* We are in the right direction */
1079  uint8 bridge_length = 0; // This value stores the length of the possible bridge
1080  TileIndex bridge_tile = tile; // Used to store the other waterside
1081 
1082  const int delta = TileOffsByDiagDir(bridge_dir);
1083 
1084  if (slope == SLOPE_FLAT) {
1085  /* Bridges starting on flat tiles are only allowed when crossing rivers. */
1086  do {
1087  if (bridge_length++ >= 4) {
1088  /* Allow to cross rivers, not big lakes. */
1089  return false;
1090  }
1091  bridge_tile += delta;
1092  } while (IsValidTile(bridge_tile) && IsWaterTile(bridge_tile) && !IsSea(bridge_tile));
1093  } else {
1094  do {
1095  if (bridge_length++ >= 11) {
1096  /* Max 11 tile long bridges */
1097  return false;
1098  }
1099  bridge_tile += delta;
1100  } while (IsValidTile(bridge_tile) && IsWaterTile(bridge_tile));
1101  }
1102 
1103  /* no water tiles in between? */
1104  if (bridge_length == 1) return false;
1105 
1106  for (uint8 times = 0; times <= 22; times++) {
1107  byte bridge_type = RandomRange(MAX_BRIDGES - 1);
1108 
1109  /* Can we actually build the bridge? */
1110  if (DoCommand(tile, bridge_tile, bridge_type | ROADTYPES_ROAD << 8 | TRANSPORT_ROAD << 15, CommandFlagsToDCFlags(GetCommandFlags(CMD_BUILD_BRIDGE)), CMD_BUILD_BRIDGE).Succeeded()) {
1112  _grow_town_result = GROWTH_SUCCEED;
1113  return true;
1114  }
1115  }
1116  /* Quit if it selecting an appropriate bridge type fails a large number of times. */
1117  return false;
1118 }
1119 
1137 static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection target_dir, Town *t1)
1138 {
1139  RoadBits rcmd = ROAD_NONE; // RoadBits for the road construction command
1140  TileIndex tile = *tile_ptr; // The main tile on which we base our growth
1141 
1142  assert(tile < MapSize());
1143 
1144  if (cur_rb == ROAD_NONE) {
1145  /* Tile has no road. First reset the status counter
1146  * to say that this is the last iteration. */
1147  _grow_town_result = GROWTH_SEARCH_STOPPED;
1148 
1151 
1152  /* Remove hills etc */
1153  if (!_settings_game.construction.build_on_slopes || Chance16(1, 6)) LevelTownLand(tile);
1154 
1155  /* Is a road allowed here? */
1156  switch (t1->layout) {
1157  default: NOT_REACHED();
1158 
1159  case TL_3X3_GRID:
1160  case TL_2X2_GRID:
1161  rcmd = GetTownRoadGridElement(t1, tile, target_dir);
1162  if (rcmd == ROAD_NONE) return;
1163  break;
1164 
1165  case TL_BETTER_ROADS:
1166  case TL_ORIGINAL:
1167  if (!IsRoadAllowedHere(t1, tile, target_dir)) return;
1168 
1169  DiagDirection source_dir = ReverseDiagDir(target_dir);
1170 
1171  if (Chance16(1, 4)) {
1172  /* Randomize a new target dir */
1173  do target_dir = RandomDiagDir(); while (target_dir == source_dir);
1174  }
1175 
1176  if (!IsRoadAllowedHere(t1, TileAddByDiagDir(tile, target_dir), target_dir)) {
1177  /* A road is not allowed to continue the randomized road,
1178  * return if the road we're trying to build is curved. */
1179  if (target_dir != ReverseDiagDir(source_dir)) return;
1180 
1181  /* Return if neither side of the new road is a house */
1184  return;
1185  }
1186 
1187  /* That means that the road is only allowed if there is a house
1188  * at any side of the new road. */
1189  }
1190 
1191  rcmd = DiagDirToRoadBits(target_dir) | DiagDirToRoadBits(source_dir);
1192  break;
1193  }
1194 
1195  } else if (target_dir < DIAGDIR_END && !(cur_rb & DiagDirToRoadBits(ReverseDiagDir(target_dir)))) {
1196  /* Continue building on a partial road.
1197  * Should be always OK, so we only generate
1198  * the fitting RoadBits */
1199  _grow_town_result = GROWTH_SEARCH_STOPPED;
1200 
1202 
1203  switch (t1->layout) {
1204  default: NOT_REACHED();
1205 
1206  case TL_3X3_GRID:
1207  case TL_2X2_GRID:
1208  rcmd = GetTownRoadGridElement(t1, tile, target_dir);
1209  break;
1210 
1211  case TL_BETTER_ROADS:
1212  case TL_ORIGINAL:
1213  rcmd = DiagDirToRoadBits(ReverseDiagDir(target_dir));
1214  break;
1215  }
1216  } else {
1217  bool allow_house = true; // Value which decides if we want to construct a house
1218 
1219  /* Reached a tunnel/bridge? Then continue at the other side of it, unless
1220  * it is the starting tile. Half the time, we stay on this side then.*/
1221  if (IsTileType(tile, MP_TUNNELBRIDGE)) {
1222  if (GetTunnelBridgeTransportType(tile) == TRANSPORT_ROAD && (target_dir != DIAGDIR_END || Chance16(1, 2))) {
1223  *tile_ptr = GetOtherTunnelBridgeEnd(tile);
1224  }
1225  return;
1226  }
1227 
1228  /* Possibly extend the road in a direction.
1229  * Randomize a direction and if it has a road, bail out. */
1230  target_dir = RandomDiagDir();
1231  if (cur_rb & DiagDirToRoadBits(target_dir)) return;
1232 
1233  /* This is the tile we will reach if we extend to this direction. */
1234  TileIndex house_tile = TileAddByDiagDir(tile, target_dir); // position of a possible house
1235 
1236  /* Don't walk into water. */
1237  if (HasTileWaterGround(house_tile)) return;
1238 
1239  if (!IsValidTile(house_tile)) return;
1240 
1242  switch (t1->layout) {
1243  default: NOT_REACHED();
1244 
1245  case TL_3X3_GRID: // Use 2x2 grid afterwards!
1246  GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir));
1247  /* FALL THROUGH */
1248 
1249  case TL_2X2_GRID:
1250  rcmd = GetTownRoadGridElement(t1, house_tile, target_dir);
1251  allow_house = (rcmd == ROAD_NONE);
1252  break;
1253 
1254  case TL_BETTER_ROADS: // Use original afterwards!
1255  GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir));
1256  /* FALL THROUGH */
1257 
1258  case TL_ORIGINAL:
1259  /* Allow a house at the edge. 60% chance or
1260  * always ok if no road allowed. */
1261  rcmd = DiagDirToRoadBits(target_dir);
1262  allow_house = (!IsRoadAllowedHere(t1, house_tile, target_dir) || Chance16(6, 10));
1263  break;
1264  }
1265  }
1266 
1267  if (allow_house) {
1268  /* Build a house, but not if there already is a house there. */
1269  if (!IsTileType(house_tile, MP_HOUSE)) {
1270  /* Level the land if possible */
1271  if (Chance16(1, 6)) LevelTownLand(house_tile);
1272 
1273  /* And build a house.
1274  * Set result to -1 if we managed to build it. */
1275  if (BuildTownHouse(t1, house_tile)) {
1276  _grow_town_result = GROWTH_SUCCEED;
1277  }
1278  }
1279  return;
1280  }
1281 
1282  _grow_town_result = GROWTH_SEARCH_STOPPED;
1283  }
1284 
1285  /* Return if a water tile */
1286  if (HasTileWaterGround(tile)) return;
1287 
1288  /* Make the roads look nicer */
1289  rcmd = CleanUpRoadBits(tile, rcmd);
1290  if (rcmd == ROAD_NONE) return;
1291 
1292  /* Only use the target direction for bridges to ensure they're connected.
1293  * The target_dir is as computed previously according to town layout, so
1294  * it will match it perfectly. */
1295  if (GrowTownWithBridge(t1, tile, target_dir)) return;
1296 
1297  GrowTownWithRoad(t1, tile, rcmd);
1298 }
1299 
1307 static bool CanFollowRoad(TileIndex tile, DiagDirection dir)
1308 {
1309  TileIndex target_tile = tile + TileOffsByDiagDir(dir);
1310  if (!IsValidTile(target_tile)) return false;
1311  if (HasTileWaterGround(target_tile)) return false;
1312 
1313  RoadBits target_rb = GetTownRoadBits(target_tile);
1315  /* Check whether a road connection exists or can be build. */
1316  switch (GetTileType(target_tile)) {
1317  case MP_ROAD:
1318  return target_rb != ROAD_NONE;
1319 
1320  case MP_STATION:
1321  return IsDriveThroughStopTile(target_tile);
1322 
1323  case MP_TUNNELBRIDGE:
1324  return GetTunnelBridgeTransportType(target_tile) == TRANSPORT_ROAD;
1325 
1326  case MP_HOUSE:
1327  case MP_INDUSTRY:
1328  case MP_OBJECT:
1329  return false;
1330 
1331  default:
1332  /* Checked for void and water earlier */
1333  return true;
1334  }
1335  } else {
1336  /* Check whether a road connection already exists,
1337  * and it leads somewhere else. */
1338  RoadBits back_rb = DiagDirToRoadBits(ReverseDiagDir(dir));
1339  return (target_rb & back_rb) != 0 && (target_rb & ~back_rb) != 0;
1340  }
1341 }
1342 
1349 static bool GrowTownAtRoad(Town *t, TileIndex tile)
1350 {
1351  /* Special case.
1352  * @see GrowTownInTile Check the else if
1353  */
1354  DiagDirection target_dir = DIAGDIR_END; // The direction in which we want to extend the town
1355 
1356  assert(tile < MapSize());
1357 
1358  /* Number of times to search.
1359  * Better roads, 2X2 and 3X3 grid grow quite fast so we give
1360  * them a little handicap. */
1361  switch (t->layout) {
1362  case TL_BETTER_ROADS:
1363  _grow_town_result = 10 + t->cache.num_houses * 2 / 9;
1364  break;
1365 
1366  case TL_3X3_GRID:
1367  case TL_2X2_GRID:
1368  _grow_town_result = 10 + t->cache.num_houses * 1 / 9;
1369  break;
1370 
1371  default:
1372  _grow_town_result = 10 + t->cache.num_houses * 4 / 9;
1373  break;
1374  }
1375 
1376  do {
1377  RoadBits cur_rb = GetTownRoadBits(tile); // The RoadBits of the current tile
1378 
1379  /* Try to grow the town from this point */
1380  GrowTownInTile(&tile, cur_rb, target_dir, t);
1381 
1382  /* Exclude the source position from the bitmask
1383  * and return if no more road blocks available */
1384  if (IsValidDiagDirection(target_dir)) cur_rb &= ~DiagDirToRoadBits(ReverseDiagDir(target_dir));
1385  if (cur_rb == ROAD_NONE) {
1386  return _grow_town_result == GROWTH_SUCCEED;
1387  }
1388 
1389  if (IsTileType(tile, MP_TUNNELBRIDGE)) {
1390  /* Only build in the direction away from the tunnel or bridge. */
1391  target_dir = ReverseDiagDir(GetTunnelBridgeDirection(tile));
1392  } else {
1393  /* Select a random bit from the blockmask, walk a step
1394  * and continue the search from there. */
1395  do {
1396  if (cur_rb == ROAD_NONE) return false;
1397  RoadBits target_bits;
1398  do {
1399  target_dir = RandomDiagDir();
1400  target_bits = DiagDirToRoadBits(target_dir);
1401  } while (!(cur_rb & target_bits));
1402  cur_rb &= ~target_bits;
1403  } while (!CanFollowRoad(tile, target_dir));
1404  }
1405  tile = TileAddByDiagDir(tile, target_dir);
1406 
1407  if (IsTileType(tile, MP_ROAD) && !IsRoadDepot(tile) && HasTileRoadType(tile, ROADTYPE_ROAD)) {
1408  /* Don't allow building over roads of other cities */
1409  if (IsRoadOwner(tile, ROADTYPE_ROAD, OWNER_TOWN) && Town::GetByTile(tile) != t) {
1410  return false;
1411  } else if (IsRoadOwner(tile, ROADTYPE_ROAD, OWNER_NONE) && _game_mode == GM_EDITOR) {
1412  /* If we are in the SE, and this road-piece has no town owner yet, it just found an
1413  * owner :) (happy happy happy road now) */
1415  SetTownIndex(tile, t->index);
1416  }
1417  }
1418 
1419  /* Max number of times is checked. */
1420  } while (--_grow_town_result >= 0);
1421 
1422  return _grow_town_result == GROWTH_SUCCEED - 1;
1423 }
1424 
1433 {
1434  uint32 r = Random();
1435  uint a = GB(r, 0, 2);
1436  uint b = GB(r, 8, 2);
1437  if (a == b) b ^= 2;
1438  return (RoadBits)((ROAD_NW << a) + (ROAD_NW << b));
1439 }
1440 
1446 static bool GrowTown(Town *t)
1447 {
1448  static const TileIndexDiffC _town_coord_mod[] = {
1449  {-1, 0},
1450  { 1, 1},
1451  { 1, -1},
1452  {-1, -1},
1453  {-1, 0},
1454  { 0, 2},
1455  { 2, 0},
1456  { 0, -2},
1457  {-1, -1},
1458  {-2, 2},
1459  { 2, 2},
1460  { 2, -2},
1461  { 0, 0}
1462  };
1463 
1464  /* Current "company" is a town */
1465  Backup<CompanyByte> cur_company(_current_company, OWNER_TOWN, FILE_LINE);
1466 
1467  TileIndex tile = t->xy; // The tile we are working with ATM
1468 
1469  /* Find a road that we can base the construction on. */
1470  const TileIndexDiffC *ptr;
1471  for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
1472  if (GetTownRoadBits(tile) != ROAD_NONE) {
1473  bool success = GrowTownAtRoad(t, tile);
1474  cur_company.Restore();
1475  return success;
1476  }
1477  tile = TILE_ADD(tile, ToTileIndexDiff(*ptr));
1478  }
1479 
1480  /* No road available, try to build a random road block by
1481  * clearing some land and then building a road there. */
1483  tile = t->xy;
1484  for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
1485  /* Only work with plain land that not already has a house */
1486  if (!IsTileType(tile, MP_HOUSE) && IsTileFlat(tile)) {
1487  if (DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR).Succeeded()) {
1488  DoCommand(tile, GenRandomRoadBits(), t->index, DC_EXEC | DC_AUTO, CMD_BUILD_ROAD);
1489  cur_company.Restore();
1490  return true;
1491  }
1492  }
1493  tile = TILE_ADD(tile, ToTileIndexDiff(*ptr));
1494  }
1495  }
1496 
1497  cur_company.Restore();
1498  return false;
1499 }
1500 
1501 void UpdateTownRadius(Town *t)
1502 {
1503  static const uint32 _town_squared_town_zone_radius_data[23][5] = {
1504  { 4, 0, 0, 0, 0}, // 0
1505  { 16, 0, 0, 0, 0},
1506  { 25, 0, 0, 0, 0},
1507  { 36, 0, 0, 0, 0},
1508  { 49, 0, 4, 0, 0},
1509  { 64, 0, 4, 0, 0}, // 20
1510  { 64, 0, 9, 0, 1},
1511  { 64, 0, 9, 0, 4},
1512  { 64, 0, 16, 0, 4},
1513  { 81, 0, 16, 0, 4},
1514  { 81, 0, 16, 0, 4}, // 40
1515  { 81, 0, 25, 0, 9},
1516  { 81, 36, 25, 0, 9},
1517  { 81, 36, 25, 16, 9},
1518  { 81, 49, 0, 25, 9},
1519  { 81, 64, 0, 25, 9}, // 60
1520  { 81, 64, 0, 36, 9},
1521  { 81, 64, 0, 36, 16},
1522  {100, 81, 0, 49, 16},
1523  {100, 81, 0, 49, 25},
1524  {121, 81, 0, 49, 25}, // 80
1525  {121, 81, 0, 49, 25},
1526  {121, 81, 0, 49, 36}, // 88
1527  };
1528 
1529  if (t->cache.num_houses < 92) {
1530  memcpy(t->cache.squared_town_zone_radius, _town_squared_town_zone_radius_data[t->cache.num_houses / 4], sizeof(t->cache.squared_town_zone_radius));
1531  } else {
1532  int mass = t->cache.num_houses / 8;
1533  /* Actually we are proportional to sqrt() but that's right because we are covering an area.
1534  * The offsets are to make sure the radii do not decrease in size when going from the table
1535  * to the calculated value.*/
1536  t->cache.squared_town_zone_radius[0] = mass * 15 - 40;
1537  t->cache.squared_town_zone_radius[1] = mass * 9 - 15;
1538  t->cache.squared_town_zone_radius[2] = 0;
1539  t->cache.squared_town_zone_radius[3] = mass * 5 - 5;
1540  t->cache.squared_town_zone_radius[4] = mass * 3 + 5;
1541  }
1542 }
1543 
1544 void UpdateTownMaxPass(Town *t)
1545 {
1546  t->supplied[CT_PASSENGERS].old_max = t->cache.population >> 3;
1547  t->supplied[CT_MAIL].old_max = t->cache.population >> 4;
1548 }
1549 
1561 static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts, TownSize size, bool city, TownLayout layout, bool manual)
1562 {
1563  t->xy = tile;
1564  t->cache.num_houses = 0;
1565  t->time_until_rebuild = 10;
1566  UpdateTownRadius(t);
1567  t->flags = 0;
1568  t->cache.population = 0;
1569  t->grow_counter = 0;
1570  t->growth_rate = 250;
1571 
1572  /* Set the default cargo requirement for town growth */
1574  case LT_ARCTIC:
1576  break;
1577 
1578  case LT_TROPIC:
1581  break;
1582  }
1583 
1584  t->fund_buildings_months = 0;
1585 
1586  for (uint i = 0; i != MAX_COMPANIES; i++) t->ratings[i] = RATING_INITIAL;
1587 
1588  t->have_ratings = 0;
1590  t->exclusive_counter = 0;
1591  t->statues = 0;
1592 
1593  extern int _nb_orig_names;
1595  /* Original town name */
1596  t->townnamegrfid = 0;
1597  t->townnametype = SPECSTR_TOWNNAME_START + _settings_game.game_creation.town_name;
1598  } else {
1599  /* Newgrf town name */
1600  t->townnamegrfid = GetGRFTownNameId(_settings_game.game_creation.town_name - _nb_orig_names);
1601  t->townnametype = GetGRFTownNameType(_settings_game.game_creation.town_name - _nb_orig_names);
1602  }
1603  t->townnameparts = townnameparts;
1604 
1605  t->UpdateVirtCoord();
1607 
1608  t->InitializeLayout(layout);
1609 
1610  t->larger_town = city;
1611 
1612  int x = (int)size * 16 + 3;
1613  if (size == TSZ_RANDOM) x = (Random() & 0xF) + 8;
1614  /* Don't create huge cities when founding town in-game */
1615  if (city && (!manual || _game_mode == GM_EDITOR)) x *= _settings_game.economy.initial_city_size;
1616 
1617  t->cache.num_houses += x;
1618  UpdateTownRadius(t);
1619 
1620  int i = x * 4;
1621  do {
1622  GrowTown(t);
1623  } while (--i);
1624 
1625  t->cache.num_houses -= x;
1626  UpdateTownRadius(t);
1627  UpdateTownMaxPass(t);
1629 }
1630 
1637 {
1638  /* Check if too close to the edge of map */
1639  if (DistanceFromEdge(tile) < 12) {
1640  return_cmd_error(STR_ERROR_TOO_CLOSE_TO_EDGE_OF_MAP_SUB);
1641  }
1642 
1643  /* Check distance to all other towns. */
1644  if (IsCloseToTown(tile, 20)) {
1645  return_cmd_error(STR_ERROR_TOO_CLOSE_TO_ANOTHER_TOWN);
1646  }
1647 
1648  /* Can only build on clear flat areas, possibly with trees. */
1649  if ((!IsTileType(tile, MP_CLEAR) && !IsTileType(tile, MP_TREES)) || !IsTileFlat(tile)) {
1650  return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
1651  }
1652 
1653  return CommandCost(EXPENSES_OTHER);
1654 }
1655 
1661 static bool IsUniqueTownName(const char *name)
1662 {
1663  const Town *t;
1664 
1665  FOR_ALL_TOWNS(t) {
1666  if (t->name != NULL && strcmp(t->name, name) == 0) return false;
1667  }
1668 
1669  return true;
1670 }
1671 
1684 CommandCost CmdFoundTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
1685 {
1686  TownSize size = Extract<TownSize, 0, 2>(p1);
1687  bool city = HasBit(p1, 2);
1688  TownLayout layout = Extract<TownLayout, 3, 3>(p1);
1690  bool random = HasBit(p1, 6);
1691  uint32 townnameparts = p2;
1692 
1693  if (size >= TSZ_END) return CMD_ERROR;
1694  if (layout >= NUM_TLS) return CMD_ERROR;
1695 
1696  /* Some things are allowed only in the scenario editor and for game scripts. */
1697  if (_game_mode != GM_EDITOR && _current_company != OWNER_DEITY) {
1699  if (size == TSZ_LARGE) return CMD_ERROR;
1700  if (random) return CMD_ERROR;
1702  return CMD_ERROR;
1703  }
1704  } else if (_current_company == OWNER_DEITY && random) {
1705  /* Random parameter is not allowed for Game Scripts. */
1706  return CMD_ERROR;
1707  }
1708 
1709  if (StrEmpty(text)) {
1710  /* If supplied name is empty, townnameparts has to generate unique automatic name */
1711  if (!VerifyTownName(townnameparts, &par)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE);
1712  } else {
1713  /* If name is not empty, it has to be unique custom name */
1715  if (!IsUniqueTownName(text)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE);
1716  }
1717 
1718  /* Allocate town struct */
1719  if (!Town::CanAllocateItem()) return_cmd_error(STR_ERROR_TOO_MANY_TOWNS);
1720 
1721  if (!random) {
1722  CommandCost ret = TownCanBePlacedHere(tile);
1723  if (ret.Failed()) return ret;
1724  }
1725 
1726  static const byte price_mult[][TSZ_RANDOM + 1] = {{ 15, 25, 40, 25 }, { 20, 35, 55, 35 }};
1727  /* multidimensional arrays have to have defined length of non-first dimension */
1728  assert_compile(lengthof(price_mult[0]) == 4);
1729 
1730  CommandCost cost(EXPENSES_OTHER, _price[PR_BUILD_TOWN]);
1731  byte mult = price_mult[city][size];
1732 
1733  cost.MultiplyCost(mult);
1734 
1735  /* Create the town */
1736  if (flags & DC_EXEC) {
1737  if (cost.GetCost() > GetAvailableMoneyForCommand()) {
1738  _additional_cash_required = cost.GetCost();
1739  return CommandCost(EXPENSES_OTHER);
1740  }
1741 
1742  Backup<bool> old_generating_world(_generating_world, true, FILE_LINE);
1744  Town *t;
1745  if (random) {
1746  t = CreateRandomTown(20, townnameparts, size, city, layout);
1747  if (t == NULL) {
1748  cost = CommandCost(STR_ERROR_NO_SPACE_FOR_TOWN);
1749  } else {
1750  _new_town_id = t->index;
1751  }
1752  } else {
1753  t = new Town(tile);
1754  DoCreateTown(t, tile, townnameparts, size, city, layout, true);
1755  }
1757  old_generating_world.Restore();
1758 
1759  if (t != NULL && !StrEmpty(text)) {
1760  t->name = stredup(text);
1761  t->UpdateVirtCoord();
1762  }
1763 
1764  if (_game_mode != GM_EDITOR) {
1765  /* 't' can't be NULL since 'random' is false outside scenedit */
1766  assert(!random);
1767  char company_name[MAX_LENGTH_COMPANY_NAME_CHARS * MAX_CHAR_LENGTH];
1769  GetString(company_name, STR_COMPANY_NAME, lastof(company_name));
1770 
1771  char *cn = stredup(company_name);
1772  SetDParamStr(0, cn);
1773  SetDParam(1, t->index);
1774 
1775  AddTileNewsItem(STR_NEWS_NEW_TOWN, NT_INDUSTRY_OPEN, tile, cn);
1776  AI::BroadcastNewEvent(new ScriptEventTownFounded(t->index));
1777  Game::NewEvent(new ScriptEventTownFounded(t->index));
1778  }
1779  }
1780  return cost;
1781 }
1782 
1793 {
1794  switch (layout) {
1795  case TL_2X2_GRID: return TileXY(TileX(tile) - TileX(tile) % 3, TileY(tile) - TileY(tile) % 3);
1796  case TL_3X3_GRID: return TileXY(TileX(tile) & ~3, TileY(tile) & ~3);
1797  default: return tile;
1798  }
1799 }
1800 
1810 static bool IsTileAlignedToGrid(TileIndex tile, TownLayout layout)
1811 {
1812  switch (layout) {
1813  case TL_2X2_GRID: return TileX(tile) % 3 == 0 && TileY(tile) % 3 == 0;
1814  case TL_3X3_GRID: return TileX(tile) % 4 == 0 && TileY(tile) % 4 == 0;
1815  default: return true;
1816  }
1817 }
1818 
1822 struct SpotData {
1824  uint max_dist;
1826 };
1827 
1844 static bool FindFurthestFromWater(TileIndex tile, void *user_data)
1845 {
1846  SpotData *sp = (SpotData*)user_data;
1847  uint dist = GetClosestWaterDistance(tile, true);
1848 
1849  if (IsTileType(tile, MP_CLEAR) &&
1850  IsTileFlat(tile) &&
1851  IsTileAlignedToGrid(tile, sp->layout) &&
1852  dist > sp->max_dist) {
1853  sp->tile = tile;
1854  sp->max_dist = dist;
1855  }
1856 
1857  return false;
1858 }
1859 
1866 static bool FindNearestEmptyLand(TileIndex tile, void *user_data)
1867 {
1868  return IsTileType(tile, MP_CLEAR);
1869 }
1870 
1884 {
1885  SpotData sp = { INVALID_TILE, 0, layout };
1886 
1887  TileIndex coast = tile;
1888  if (CircularTileSearch(&coast, 40, FindNearestEmptyLand, NULL)) {
1889  CircularTileSearch(&coast, 10, FindFurthestFromWater, &sp);
1890  return sp.tile;
1891  }
1892 
1893  /* if we get here just give up */
1894  return INVALID_TILE;
1895 }
1896 
1897 static Town *CreateRandomTown(uint attempts, uint32 townnameparts, TownSize size, bool city, TownLayout layout)
1898 {
1899  assert(_game_mode == GM_EDITOR || _generating_world); // These are the preconditions for CMD_DELETE_TOWN
1900 
1901  if (!Town::CanAllocateItem()) return NULL;
1902 
1903  do {
1904  /* Generate a tile index not too close from the edge */
1905  TileIndex tile = AlignTileToGrid(RandomTile(), layout);
1906 
1907  /* if we tried to place the town on water, slide it over onto
1908  * the nearest likely-looking spot */
1909  if (IsTileType(tile, MP_WATER)) {
1910  tile = FindNearestGoodCoastalTownSpot(tile, layout);
1911  if (tile == INVALID_TILE) continue;
1912  }
1913 
1914  /* Make sure town can be placed here */
1915  if (TownCanBePlacedHere(tile).Failed()) continue;
1916 
1917  /* Allocate a town struct */
1918  Town *t = new Town(tile);
1919 
1920  DoCreateTown(t, tile, townnameparts, size, city, layout, false);
1921 
1922  /* if the population is still 0 at the point, then the
1923  * placement is so bad it couldn't grow at all */
1924  if (t->cache.population > 0) return t;
1925 
1926  Backup<CompanyByte> cur_company(_current_company, OWNER_TOWN, FILE_LINE);
1928  cur_company.Restore();
1929  assert(rc.Succeeded());
1930 
1931  /* We already know that we can allocate a single town when
1932  * entering this function. However, we create and delete
1933  * a town which "resets" the allocation checks. As such we
1934  * need to check again when assertions are enabled. */
1935  assert(Town::CanAllocateItem());
1936  } while (--attempts != 0);
1937 
1938  return NULL;
1939 }
1940 
1941 static const byte _num_initial_towns[4] = {5, 11, 23, 46}; // very low, low, normal, high
1942 
1951 {
1952  uint current_number = 0;
1953  uint difficulty = (_game_mode != GM_EDITOR) ? _settings_game.difficulty.number_towns : 0;
1954  uint total = (difficulty == (uint)CUSTOM_TOWN_NUMBER_DIFFICULTY) ? _settings_game.game_creation.custom_town_number : ScaleByMapSize(_num_initial_towns[difficulty] + (Random() & 7));
1955  total = min(TownPool::MAX_SIZE, total);
1956  uint32 townnameparts;
1957  TownNames town_names;
1958 
1960 
1961  /* First attempt will be made at creating the suggested number of towns.
1962  * Note that this is really a suggested value, not a required one.
1963  * We would not like the system to lock up just because the user wanted 100 cities on a 64*64 map, would we? */
1964  do {
1967  /* Get a unique name for the town. */
1968  if (!GenerateTownName(&townnameparts, &town_names)) continue;
1969  /* try 20 times to create a random-sized town for the first loop. */
1970  if (CreateRandomTown(20, townnameparts, TSZ_RANDOM, city, layout) != NULL) current_number++; // If creation was successful, raise a flag.
1971  } while (--total);
1972 
1973  town_names.clear();
1974 
1975  if (current_number != 0) return true;
1976 
1977  /* If current_number is still zero at this point, it means that not a single town has been created.
1978  * So give it a last try, but now more aggressive */
1979  if (GenerateTownName(&townnameparts) &&
1980  CreateRandomTown(10000, townnameparts, TSZ_RANDOM, _settings_game.economy.larger_towns != 0, layout) != NULL) {
1981  return true;
1982  }
1983 
1984  /* If there are no towns at all and we are generating new game, bail out */
1985  if (Town::GetNumItems() == 0 && _game_mode != GM_EDITOR) {
1986  ShowErrorMessage(STR_ERROR_COULD_NOT_CREATE_TOWN, INVALID_STRING_ID, WL_CRITICAL);
1987  }
1988 
1989  return false; // we are still without a town? we failed, simply
1990 }
1991 
1992 
1999 HouseZonesBits GetTownRadiusGroup(const Town *t, TileIndex tile)
2000 {
2001  uint dist = DistanceSquare(tile, t->xy);
2002 
2003  if (t->fund_buildings_months && dist <= 25) return HZB_TOWN_CENTRE;
2004 
2005  HouseZonesBits smallest = HZB_TOWN_EDGE;
2006  for (HouseZonesBits i = HZB_BEGIN; i < HZB_END; i++) {
2007  if (dist < t->cache.squared_town_zone_radius[i]) smallest = i;
2008  }
2009 
2010  return smallest;
2011 }
2012 
2023 static inline void ClearMakeHouseTile(TileIndex tile, Town *t, byte counter, byte stage, HouseID type, byte random_bits)
2024 {
2025  CommandCost cc = DoCommand(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR);
2026 
2027  assert(cc.Succeeded());
2028 
2029  IncreaseBuildingCount(t, type);
2030  MakeHouseTile(tile, t->index, counter, stage, type, random_bits);
2031  if (HouseSpec::Get(type)->building_flags & BUILDING_IS_ANIMATED) AddAnimatedTile(tile);
2032 
2033  MarkTileDirtyByTile(tile);
2034 }
2035 
2036 
2047 static void MakeTownHouse(TileIndex t, Town *town, byte counter, byte stage, HouseID type, byte random_bits)
2048 {
2049  BuildingFlags size = HouseSpec::Get(type)->building_flags;
2050 
2051  ClearMakeHouseTile(t, town, counter, stage, type, random_bits);
2052  if (size & BUILDING_2_TILES_Y) ClearMakeHouseTile(t + TileDiffXY(0, 1), town, counter, stage, ++type, random_bits);
2053  if (size & BUILDING_2_TILES_X) ClearMakeHouseTile(t + TileDiffXY(1, 0), town, counter, stage, ++type, random_bits);
2054  if (size & BUILDING_HAS_4_TILES) ClearMakeHouseTile(t + TileDiffXY(1, 1), town, counter, stage, ++type, random_bits);
2055 }
2056 
2057 
2066 static inline bool CanBuildHouseHere(TileIndex tile, TownID town, bool noslope)
2067 {
2068  /* cannot build on these slopes... */
2069  Slope slope = GetTileSlope(tile);
2070  if ((noslope && slope != SLOPE_FLAT) || IsSteepSlope(slope)) return false;
2071 
2072  /* building under a bridge? */
2073  if (IsBridgeAbove(tile)) return false;
2074 
2075  /* do not try to build over house owned by another town */
2076  if (IsTileType(tile, MP_HOUSE) && GetTownIndex(tile) != town) return false;
2077 
2078  /* can we clear the land? */
2079  return DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR).Succeeded();
2080 }
2081 
2082 
2092 static inline bool CheckBuildHouseSameZ(TileIndex tile, TownID town, int z, bool noslope)
2093 {
2094  if (!CanBuildHouseHere(tile, town, noslope)) return false;
2095 
2096  /* if building on slopes is allowed, there will be flattening foundation (to tile max z) */
2097  if (GetTileMaxZ(tile) != z) return false;
2098 
2099  return true;
2100 }
2101 
2102 
2112 static bool CheckFree2x2Area(TileIndex tile, TownID town, int z, bool noslope)
2113 {
2114  /* we need to check this tile too because we can be at different tile now */
2115  if (!CheckBuildHouseSameZ(tile, town, z, noslope)) return false;
2116 
2117  for (DiagDirection d = DIAGDIR_SE; d < DIAGDIR_END; d++) {
2118  tile += TileOffsByDiagDir(d);
2119  if (!CheckBuildHouseSameZ(tile, town, z, noslope)) return false;
2120  }
2121 
2122  return true;
2123 }
2124 
2125 
2133 static inline bool TownLayoutAllowsHouseHere(Town *t, TileIndex tile)
2134 {
2135  /* Allow towns everywhere when we don't build roads */
2137 
2138  TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);
2139 
2140  switch (t->layout) {
2141  case TL_2X2_GRID:
2142  if ((grid_pos.x % 3) == 0 || (grid_pos.y % 3) == 0) return false;
2143  break;
2144 
2145  case TL_3X3_GRID:
2146  if ((grid_pos.x % 4) == 0 || (grid_pos.y % 4) == 0) return false;
2147  break;
2148 
2149  default:
2150  break;
2151  }
2152 
2153  return true;
2154 }
2155 
2156 
2164 static inline bool TownLayoutAllows2x2HouseHere(Town *t, TileIndex tile)
2165 {
2166  /* Allow towns everywhere when we don't build roads */
2168 
2169  /* Compute relative position of tile. (Positive offsets are towards north) */
2170  TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);
2171 
2172  switch (t->layout) {
2173  case TL_2X2_GRID:
2174  grid_pos.x %= 3;
2175  grid_pos.y %= 3;
2176  if ((grid_pos.x != 2 && grid_pos.x != -1) ||
2177  (grid_pos.y != 2 && grid_pos.y != -1)) return false;
2178  break;
2179 
2180  case TL_3X3_GRID:
2181  if ((grid_pos.x & 3) < 2 || (grid_pos.y & 3) < 2) return false;
2182  break;
2183 
2184  default:
2185  break;
2186  }
2187 
2188  return true;
2189 }
2190 
2191 
2201 static bool CheckTownBuild2House(TileIndex *tile, Town *t, int maxz, bool noslope, DiagDirection second)
2202 {
2203  /* 'tile' is already checked in BuildTownHouse() - CanBuildHouseHere() and slope test */
2204 
2205  TileIndex tile2 = *tile + TileOffsByDiagDir(second);
2206  if (TownLayoutAllowsHouseHere(t, tile2) && CheckBuildHouseSameZ(tile2, t->index, maxz, noslope)) return true;
2207 
2208  tile2 = *tile + TileOffsByDiagDir(ReverseDiagDir(second));
2209  if (TownLayoutAllowsHouseHere(t, tile2) && CheckBuildHouseSameZ(tile2, t->index, maxz, noslope)) {
2210  *tile = tile2;
2211  return true;
2212  }
2213 
2214  return false;
2215 }
2216 
2217 
2226 static bool CheckTownBuild2x2House(TileIndex *tile, Town *t, int maxz, bool noslope)
2227 {
2228  TileIndex tile2 = *tile;
2229 
2230  for (DiagDirection d = DIAGDIR_SE;; d++) { // 'd' goes through DIAGDIR_SE, DIAGDIR_SW, DIAGDIR_NW, DIAGDIR_END
2231  if (TownLayoutAllows2x2HouseHere(t, tile2) && CheckFree2x2Area(tile2, t->index, maxz, noslope)) {
2232  *tile = tile2;
2233  return true;
2234  }
2235  if (d == DIAGDIR_END) break;
2236  tile2 += TileOffsByDiagDir(ReverseDiagDir(d)); // go clockwise
2237  }
2238 
2239  return false;
2240 }
2241 
2242 
2249 static bool BuildTownHouse(Town *t, TileIndex tile)
2250 {
2251  /* forbidden building here by town layout */
2252  if (!TownLayoutAllowsHouseHere(t, tile)) return false;
2253 
2254  /* no house allowed at all, bail out */
2255  if (!CanBuildHouseHere(tile, t->index, false)) return false;
2256 
2257  Slope slope = GetTileSlope(tile);
2258  int maxz = GetTileMaxZ(tile);
2259 
2260  /* Get the town zone type of the current tile, as well as the climate.
2261  * This will allow to easily compare with the specs of the new house to build */
2262  HouseZonesBits rad = GetTownRadiusGroup(t, tile);
2263 
2264  /* Above snow? */
2266  if (land == LT_ARCTIC && maxz > HighestSnowLine()) land = -1;
2267 
2268  uint bitmask = (1 << rad) + (1 << (land + 12));
2269 
2270  /* bits 0-4 are used
2271  * bits 11-15 are used
2272  * bits 5-10 are not used. */
2273  HouseID houses[NUM_HOUSES];
2274  uint num = 0;
2275  uint probs[NUM_HOUSES];
2276  uint probability_max = 0;
2277 
2278  /* Generate a list of all possible houses that can be built. */
2279  for (uint i = 0; i < NUM_HOUSES; i++) {
2280  const HouseSpec *hs = HouseSpec::Get(i);
2281 
2282  /* Verify that the candidate house spec matches the current tile status */
2283  if ((~hs->building_availability & bitmask) != 0 || !hs->enabled || hs->grf_prop.override != INVALID_HOUSE_ID) continue;
2284 
2285  /* Don't let these counters overflow. Global counters are 32bit, there will never be that many houses. */
2286  if (hs->class_id != HOUSE_NO_CLASS) {
2287  /* id_count is always <= class_count, so it doesn't need to be checked */
2288  if (t->cache.building_counts.class_count[hs->class_id] == UINT16_MAX) continue;
2289  } else {
2290  /* If the house has no class, check id_count instead */
2291  if (t->cache.building_counts.id_count[i] == UINT16_MAX) continue;
2292  }
2293 
2294  /* Without NewHouses, all houses have probability '1' */
2295  uint cur_prob = (_loaded_newgrf_features.has_newhouses ? hs->probability : 1);
2296  probability_max += cur_prob;
2297  probs[num] = cur_prob;
2298  houses[num++] = (HouseID)i;
2299  }
2300 
2301  TileIndex baseTile = tile;
2302 
2303  while (probability_max > 0) {
2304  /* Building a multitile building can change the location of tile.
2305  * The building would still be built partially on that tile, but
2306  * its northern tile would be elsewhere. However, if the callback
2307  * fails we would be basing further work from the changed tile.
2308  * So a next 1x1 tile building could be built on the wrong tile. */
2309  tile = baseTile;
2310 
2311  uint r = RandomRange(probability_max);
2312  uint i;
2313  for (i = 0; i < num; i++) {
2314  if (probs[i] > r) break;
2315  r -= probs[i];
2316  }
2317 
2318  HouseID house = houses[i];
2319  probability_max -= probs[i];
2320 
2321  /* remove tested house from the set */
2322  num--;
2323  houses[i] = houses[num];
2324  probs[i] = probs[num];
2325 
2326  const HouseSpec *hs = HouseSpec::Get(house);
2327 
2329  _game_mode != GM_EDITOR && (hs->extra_flags & BUILDING_IS_HISTORICAL) != 0) {
2330  continue;
2331  }
2332 
2333  if (_cur_year < hs->min_year || _cur_year > hs->max_year) continue;
2334 
2335  /* Special houses that there can be only one of. */
2336  uint oneof = 0;
2337 
2338  if (hs->building_flags & BUILDING_IS_CHURCH) {
2339  SetBit(oneof, TOWN_HAS_CHURCH);
2340  } else if (hs->building_flags & BUILDING_IS_STADIUM) {
2341  SetBit(oneof, TOWN_HAS_STADIUM);
2342  }
2343 
2344  if (t->flags & oneof) continue;
2345 
2346  /* Make sure there is no slope? */
2347  bool noslope = (hs->building_flags & TILE_NOT_SLOPED) != 0;
2348  if (noslope && slope != SLOPE_FLAT) continue;
2349 
2350  if (hs->building_flags & TILE_SIZE_2x2) {
2351  if (!CheckTownBuild2x2House(&tile, t, maxz, noslope)) continue;
2352  } else if (hs->building_flags & TILE_SIZE_2x1) {
2353  if (!CheckTownBuild2House(&tile, t, maxz, noslope, DIAGDIR_SW)) continue;
2354  } else if (hs->building_flags & TILE_SIZE_1x2) {
2355  if (!CheckTownBuild2House(&tile, t, maxz, noslope, DIAGDIR_SE)) continue;
2356  } else {
2357  /* 1x1 house checks are already done */
2358  }
2359 
2360  byte random_bits = Random();
2361 
2363  uint16 callback_res = GetHouseCallback(CBID_HOUSE_ALLOW_CONSTRUCTION, 0, 0, house, t, tile, true, random_bits);
2364  if (callback_res != CALLBACK_FAILED && !Convert8bitBooleanCallback(hs->grf_prop.grffile, CBID_HOUSE_ALLOW_CONSTRUCTION, callback_res)) continue;
2365  }
2366 
2367  /* build the house */
2368  t->cache.num_houses++;
2369 
2370  /* Special houses that there can be only one of. */
2371  t->flags |= oneof;
2372 
2373  byte construction_counter = 0;
2374  byte construction_stage = 0;
2375 
2376  if (_generating_world || _game_mode == GM_EDITOR) {
2377  uint32 r = Random();
2378 
2379  construction_stage = TOWN_HOUSE_COMPLETED;
2380  if (Chance16(1, 7)) construction_stage = GB(r, 0, 2);
2381 
2382  if (construction_stage == TOWN_HOUSE_COMPLETED) {
2383  ChangePopulation(t, hs->population);
2384  } else {
2385  construction_counter = GB(r, 2, 2);
2386  }
2387  }
2388 
2389  MakeTownHouse(tile, t, construction_counter, construction_stage, house, random_bits);
2390  UpdateTownRadius(t);
2391  UpdateTownCargoes(t, tile);
2392 
2393  return true;
2394  }
2395 
2396  return false;
2397 }
2398 
2405 static void DoClearTownHouseHelper(TileIndex tile, Town *t, HouseID house)
2406 {
2407  assert(IsTileType(tile, MP_HOUSE));
2408  DecreaseBuildingCount(t, house);
2409  DoClearSquare(tile);
2410  DeleteAnimatedTile(tile);
2411 
2412  DeleteNewGRFInspectWindow(GSF_HOUSES, tile);
2413 }
2414 
2423 {
2424  if (house >= 3) { // house id 0,1,2 MUST be single tile houses, or this code breaks.
2425  if (HouseSpec::Get(house - 1)->building_flags & TILE_SIZE_2x1) {
2426  house--;
2427  return TileDiffXY(-1, 0);
2428  } else if (HouseSpec::Get(house - 1)->building_flags & BUILDING_2_TILES_Y) {
2429  house--;
2430  return TileDiffXY(0, -1);
2431  } else if (HouseSpec::Get(house - 2)->building_flags & BUILDING_HAS_4_TILES) {
2432  house -= 2;
2433  return TileDiffXY(-1, 0);
2434  } else if (HouseSpec::Get(house - 3)->building_flags & BUILDING_HAS_4_TILES) {
2435  house -= 3;
2436  return TileDiffXY(-1, -1);
2437  }
2438  }
2439  return 0;
2440 }
2441 
2442 void ClearTownHouse(Town *t, TileIndex tile)
2443 {
2444  assert(IsTileType(tile, MP_HOUSE));
2445 
2446  HouseID house = GetHouseType(tile);
2447 
2448  /* need to align the tile to point to the upper left corner of the house */
2449  tile += GetHouseNorthPart(house); // modifies house to the ID of the north tile
2450 
2451  const HouseSpec *hs = HouseSpec::Get(house);
2452 
2453  /* Remove population from the town if the house is finished. */
2454  if (IsHouseCompleted(tile)) {
2455  ChangePopulation(t, -hs->population);
2456  }
2457 
2458  t->cache.num_houses--;
2459 
2460  /* Clear flags for houses that only may exist once/town. */
2461  if (hs->building_flags & BUILDING_IS_CHURCH) {
2463  } else if (hs->building_flags & BUILDING_IS_STADIUM) {
2465  }
2466 
2467  /* Do the actual clearing of tiles */
2468  uint eflags = hs->building_flags;
2469  DoClearTownHouseHelper(tile, t, house);
2470  if (eflags & BUILDING_2_TILES_Y) DoClearTownHouseHelper(tile + TileDiffXY(0, 1), t, ++house);
2471  if (eflags & BUILDING_2_TILES_X) DoClearTownHouseHelper(tile + TileDiffXY(1, 0), t, ++house);
2472  if (eflags & BUILDING_HAS_4_TILES) DoClearTownHouseHelper(tile + TileDiffXY(1, 1), t, ++house);
2473 
2474  UpdateTownRadius(t);
2475 
2476  /* Update cargo acceptance. */
2477  UpdateTownCargoes(t, tile);
2478 }
2479 
2489 CommandCost CmdRenameTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
2490 {
2491  Town *t = Town::GetIfValid(p1);
2492  if (t == NULL) return CMD_ERROR;
2493 
2494  bool reset = StrEmpty(text);
2495 
2496  if (!reset) {
2498  if (!IsUniqueTownName(text)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE);
2499  }
2500 
2501  if (flags & DC_EXEC) {
2502  free(t->name);
2503  t->name = reset ? NULL : stredup(text);
2504 
2505  t->UpdateVirtCoord();
2508  }
2509  return CommandCost();
2510 }
2511 
2518 {
2519  const CargoSpec *cs;
2520  FOR_ALL_CARGOSPECS(cs) {
2521  if (cs->town_effect == effect) return cs;
2522  }
2523  return NULL;
2524 }
2525 
2526 static void UpdateTownGrowRate(Town *t);
2527 
2539 CommandCost CmdTownCargoGoal(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
2540 {
2541  if (_current_company != OWNER_DEITY) return CMD_ERROR;
2542 
2543  TownEffect te = (TownEffect)GB(p1, 16, 8);
2544  if (te < TE_BEGIN || te >= TE_END) return CMD_ERROR;
2545 
2546  uint16 index = GB(p1, 0, 16);
2547  Town *t = Town::GetIfValid(index);
2548  if (t == NULL) return CMD_ERROR;
2549 
2550  /* Validate if there is a cargo which is the requested TownEffect */
2551  const CargoSpec *cargo = FindFirstCargoWithTownEffect(te);
2552  if (cargo == NULL) return CMD_ERROR;
2553 
2554  if (flags & DC_EXEC) {
2555  t->goal[te] = p2;
2556  UpdateTownGrowRate(t);
2558  }
2559 
2560  return CommandCost();
2561 }
2562 
2572 CommandCost CmdTownSetText(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
2573 {
2574  if (_current_company != OWNER_DEITY) return CMD_ERROR;
2575  Town *t = Town::GetIfValid(p1);
2576  if (t == NULL) return CMD_ERROR;
2577 
2578  if (flags & DC_EXEC) {
2579  free(t->text);
2580  t->text = StrEmpty(text) ? NULL : stredup(text);
2582  }
2583 
2584  return CommandCost();
2585 }
2586 
2596 CommandCost CmdTownGrowthRate(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
2597 {
2598  if (_current_company != OWNER_DEITY) return CMD_ERROR;
2599  if ((p2 & TOWN_GROW_RATE_CUSTOM) != 0 && p2 != TOWN_GROW_RATE_CUSTOM_NONE) return CMD_ERROR;
2600  if (GB(p2, 16, 16) != 0) return CMD_ERROR;
2601 
2602  Town *t = Town::GetIfValid(p1);
2603  if (t == NULL) return CMD_ERROR;
2604 
2605  if (flags & DC_EXEC) {
2606  if (p2 == 0) {
2607  /* Clear TOWN_GROW_RATE_CUSTOM, UpdateTownGrowRate will determine a proper value */
2608  t->growth_rate = 0;
2609  } else {
2610  uint old_rate = t->growth_rate & ~TOWN_GROW_RATE_CUSTOM;
2611  if (t->grow_counter >= old_rate) {
2612  /* This also catches old_rate == 0 */
2613  t->grow_counter = p2;
2614  } else {
2615  /* Scale grow_counter, so half finished houses stay half finished */
2616  t->grow_counter = t->grow_counter * p2 / old_rate;
2617  }
2619  }
2620  UpdateTownGrowRate(t);
2622  }
2623 
2624  return CommandCost();
2625 }
2626 
2636 CommandCost CmdExpandTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
2637 {
2638  if (_game_mode != GM_EDITOR && _current_company != OWNER_DEITY) return CMD_ERROR;
2639  Town *t = Town::GetIfValid(p1);
2640  if (t == NULL) return CMD_ERROR;
2641 
2642  if (flags & DC_EXEC) {
2643  /* The more houses, the faster we grow */
2644  if (p2 == 0) {
2645  uint amount = RandomRange(ClampToU16(t->cache.num_houses / 10)) + 3;
2646  t->cache.num_houses += amount;
2647  UpdateTownRadius(t);
2648 
2649  uint n = amount * 10;
2650  do GrowTown(t); while (--n);
2651 
2652  t->cache.num_houses -= amount;
2653  } else {
2654  for (; p2 > 0; p2--) {
2655  /* Try several times to grow, as we are really suppose to grow */
2656  for (uint i = 0; i < 25; i++) if (GrowTown(t)) break;
2657  }
2658  }
2659  UpdateTownRadius(t);
2660 
2661  UpdateTownMaxPass(t);
2662  }
2663 
2664  return CommandCost();
2665 }
2666 
2676 CommandCost CmdDeleteTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
2677 {
2678  if (_game_mode != GM_EDITOR && !_generating_world) return CMD_ERROR;
2679  Town *t = Town::GetIfValid(p1);
2680  if (t == NULL) return CMD_ERROR;
2681 
2682  /* Stations refer to towns. */
2683  const Station *st;
2684  FOR_ALL_STATIONS(st) {
2685  if (st->town == t) {
2686  /* Non-oil rig stations are always a problem. */
2687  if (!(st->facilities & FACIL_AIRPORT) || st->airport.type != AT_OILRIG) return CMD_ERROR;
2688  /* We can only automatically delete oil rigs *if* there's no vehicle on them. */
2689  CommandCost ret = DoCommand(st->airport.tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
2690  if (ret.Failed()) return ret;
2691  }
2692  }
2693 
2694  /* Depots refer to towns. */
2695  const Depot *d;
2696  FOR_ALL_DEPOTS(d) {
2697  if (d->town == t) return CMD_ERROR;
2698  }
2699 
2700  /* Check all tiles for town ownership. */
2701  for (TileIndex tile = 0; tile < MapSize(); ++tile) {
2702  bool try_clear = false;
2703  switch (GetTileType(tile)) {
2704  case MP_ROAD:
2705  try_clear = HasTownOwnedRoad(tile) && GetTownIndex(tile) == t->index;
2706  break;
2707 
2708  case MP_TUNNELBRIDGE:
2709  try_clear = IsTileOwner(tile, OWNER_TOWN) && ClosestTownFromTile(tile, UINT_MAX) == t;
2710  break;
2711 
2712  case MP_HOUSE:
2713  try_clear = GetTownIndex(tile) == t->index;
2714  break;
2715 
2716  case MP_INDUSTRY:
2717  try_clear = Industry::GetByTile(tile)->town == t;
2718  break;
2719 
2720  case MP_OBJECT:
2721  if (Town::GetNumItems() == 1) {
2722  /* No towns will be left, remove it! */
2723  try_clear = true;
2724  } else {
2725  Object *o = Object::GetByTile(tile);
2726  if (o->town == t) {
2727  if (o->type == OBJECT_STATUE) {
2728  /* Statue... always remove. */
2729  try_clear = true;
2730  } else {
2731  /* Tell to find a new town. */
2732  if (flags & DC_EXEC) o->town = NULL;
2733  }
2734  }
2735  }
2736  break;
2737 
2738  default:
2739  break;
2740  }
2741  if (try_clear) {
2742  CommandCost ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
2743  if (ret.Failed()) return ret;
2744  }
2745  }
2746 
2747  /* The town destructor will delete the other things related to the town. */
2748  if (flags & DC_EXEC) delete t;
2749 
2750  return CommandCost();
2751 }
2752 
2758  2, 4, 9, 35, 48, 53, 117, 175
2759 };
2760 
2761 static CommandCost TownActionAdvertiseSmall(Town *t, DoCommandFlag flags)
2762 {
2763  if (flags & DC_EXEC) {
2764  ModifyStationRatingAround(t->xy, _current_company, 0x40, 10);
2765  }
2766  return CommandCost();
2767 }
2768 
2769 static CommandCost TownActionAdvertiseMedium(Town *t, DoCommandFlag flags)
2770 {
2771  if (flags & DC_EXEC) {
2772  ModifyStationRatingAround(t->xy, _current_company, 0x70, 15);
2773  }
2774  return CommandCost();
2775 }
2776 
2777 static CommandCost TownActionAdvertiseLarge(Town *t, DoCommandFlag flags)
2778 {
2779  if (flags & DC_EXEC) {
2780  ModifyStationRatingAround(t->xy, _current_company, 0xA0, 20);
2781  }
2782  return CommandCost();
2783 }
2784 
2785 static CommandCost TownActionRoadRebuild(Town *t, DoCommandFlag flags)
2786 {
2787  /* Check if the company is allowed to fund new roads. */
2789 
2790  if (flags & DC_EXEC) {
2791  t->road_build_months = 6;
2792 
2793  char company_name[MAX_LENGTH_COMPANY_NAME_CHARS * MAX_CHAR_LENGTH];
2795  GetString(company_name, STR_COMPANY_NAME, lastof(company_name));
2796 
2797  char *cn = stredup(company_name);
2798  SetDParam(0, t->index);
2799  SetDParamStr(1, cn);
2800 
2801  AddNewsItem(STR_NEWS_ROAD_REBUILDING, NT_GENERAL, NF_NORMAL, NR_TOWN, t->index, NR_NONE, UINT32_MAX, cn);
2802  AI::BroadcastNewEvent(new ScriptEventRoadReconstruction((ScriptCompany::CompanyID)(Owner)_current_company, t->index));
2803  Game::NewEvent(new ScriptEventRoadReconstruction((ScriptCompany::CompanyID)(Owner)_current_company, t->index));
2804  }
2805  return CommandCost();
2806 }
2807 
2813 static bool TryClearTile(TileIndex tile)
2814 {
2815  Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
2817  cur_company.Restore();
2818  return r.Succeeded();
2819 }
2820 
2825 
2826  StatueBuildSearchData(TileIndex best_pos, int count) : best_position(best_pos), tile_count(count) { }
2827 };
2828 
2835 static bool SearchTileForStatue(TileIndex tile, void *user_data)
2836 {
2837  static const int STATUE_NUMBER_INNER_TILES = 25; // Number of tiles int the center of the city, where we try to protect houses.
2838 
2839  StatueBuildSearchData *statue_data = (StatueBuildSearchData *)user_data;
2840  statue_data->tile_count++;
2841 
2842  /* Statues can be build on slopes, just like houses. Only the steep slopes is a no go. */
2843  if (IsSteepSlope(GetTileSlope(tile))) return false;
2844  /* Don't build statues under bridges. */
2845  if (IsBridgeAbove(tile)) return false;
2846 
2847  /* A clear-able open space is always preferred. */
2848  if ((IsTileType(tile, MP_CLEAR) || IsTileType(tile, MP_TREES)) && TryClearTile(tile)) {
2849  statue_data->best_position = tile;
2850  return true;
2851  }
2852 
2853  bool house = IsTileType(tile, MP_HOUSE);
2854 
2855  /* Searching inside the inner circle. */
2856  if (statue_data->tile_count <= STATUE_NUMBER_INNER_TILES) {
2857  /* Save first house in inner circle. */
2858  if (house && statue_data->best_position == INVALID_TILE && TryClearTile(tile)) {
2859  statue_data->best_position = tile;
2860  }
2861 
2862  /* If we have reached the end of the inner circle, and have a saved house, terminate the search. */
2863  return statue_data->tile_count == STATUE_NUMBER_INNER_TILES && statue_data->best_position != INVALID_TILE;
2864  }
2865 
2866  /* Searching outside the circle, just pick the first possible spot. */
2867  statue_data->best_position = tile; // Is optimistic, the condition below must also hold.
2868  return house && TryClearTile(tile);
2869 }
2870 
2879 {
2880  if (!Object::CanAllocateItem()) return_cmd_error(STR_ERROR_TOO_MANY_OBJECTS);
2881 
2882  TileIndex tile = t->xy;
2883  StatueBuildSearchData statue_data(INVALID_TILE, 0);
2884  if (!CircularTileSearch(&tile, 9, SearchTileForStatue, &statue_data)) return_cmd_error(STR_ERROR_STATUE_NO_SUITABLE_PLACE);
2885 
2886  if (flags & DC_EXEC) {
2887  Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
2888  DoCommand(statue_data.best_position, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
2889  cur_company.Restore();
2891  SetBit(t->statues, _current_company); // Once found and built, "inform" the Town.
2892  MarkTileDirtyByTile(statue_data.best_position);
2893  }
2894  return CommandCost();
2895 }
2896 
2897 static CommandCost TownActionFundBuildings(Town *t, DoCommandFlag flags)
2898 {
2899  /* Check if it's allowed to buy the rights */
2901 
2902  if (flags & DC_EXEC) {
2903  /* Build next tick */
2904  t->grow_counter = 1;
2905  /* And grow for 3 months */
2906  t->fund_buildings_months = 3;
2907 
2908  /* Enable growth (also checking GameScript's opinion) */
2909  UpdateTownGrowRate(t);
2910 
2912  }
2913  return CommandCost();
2914 }
2915 
2916 static CommandCost TownActionBuyRights(Town *t, DoCommandFlag flags)
2917 {
2918  /* Check if it's allowed to buy the rights */
2920 
2921  if (flags & DC_EXEC) {
2922  t->exclusive_counter = 12;
2924 
2925  ModifyStationRatingAround(t->xy, _current_company, 130, 17);
2926 
2928 
2929  /* Spawn news message */
2930  CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
2932  SetDParam(0, STR_NEWS_EXCLUSIVE_RIGHTS_TITLE);
2933  SetDParam(1, STR_NEWS_EXCLUSIVE_RIGHTS_DESCRIPTION);
2934  SetDParam(2, t->index);
2935  SetDParamStr(3, cni->company_name);
2936  AddNewsItem(STR_MESSAGE_NEWS_FORMAT, NT_GENERAL, NF_COMPANY, NR_TOWN, t->index, NR_NONE, UINT32_MAX, cni);
2937  AI::BroadcastNewEvent(new ScriptEventExclusiveTransportRights((ScriptCompany::CompanyID)(Owner)_current_company, t->index));
2938  Game::NewEvent(new ScriptEventExclusiveTransportRights((ScriptCompany::CompanyID)(Owner)_current_company, t->index));
2939  }
2940  return CommandCost();
2941 }
2942 
2943 static CommandCost TownActionBribe(Town *t, DoCommandFlag flags)
2944 {
2945  if (flags & DC_EXEC) {
2946  if (Chance16(1, 14)) {
2947  /* set as unwanted for 6 months */
2948  t->unwanted[_current_company] = 6;
2949 
2950  /* set all close by station ratings to 0 */
2951  Station *st;
2952  FOR_ALL_STATIONS(st) {
2953  if (st->town == t && st->owner == _current_company) {
2954  for (CargoID i = 0; i < NUM_CARGO; i++) st->goods[i].rating = 0;
2955  }
2956  }
2957 
2958  /* only show error message to the executing player. All errors are handled command.c
2959  * but this is special, because it can only 'fail' on a DC_EXEC */
2960  if (IsLocalCompany()) ShowErrorMessage(STR_ERROR_BRIBE_FAILED, INVALID_STRING_ID, WL_INFO);
2961 
2962  /* decrease by a lot!
2963  * ChangeTownRating is only for stuff in demolishing. Bribe failure should
2964  * be independent of any cheat settings
2965  */
2966  if (t->ratings[_current_company] > RATING_BRIBE_DOWN_TO) {
2967  t->ratings[_current_company] = RATING_BRIBE_DOWN_TO;
2969  }
2970  } else {
2971  ChangeTownRating(t, RATING_BRIBE_UP_STEP, RATING_BRIBE_MAXIMUM, DC_EXEC);
2972  }
2973  }
2974  return CommandCost();
2975 }
2976 
2977 typedef CommandCost TownActionProc(Town *t, DoCommandFlag flags);
2978 static TownActionProc * const _town_action_proc[] = {
2979  TownActionAdvertiseSmall,
2980  TownActionAdvertiseMedium,
2981  TownActionAdvertiseLarge,
2982  TownActionRoadRebuild,
2984  TownActionFundBuildings,
2985  TownActionBuyRights,
2986  TownActionBribe
2987 };
2988 
2996 uint GetMaskOfTownActions(int *nump, CompanyID cid, const Town *t)
2997 {
2998  int num = 0;
2999  TownActions buttons = TACT_NONE;
3000 
3001  /* Spectators and unwanted have no options */
3002  if (cid != COMPANY_SPECTATOR && !(_settings_game.economy.bribe && t->unwanted[cid])) {
3003 
3004  /* Things worth more than this are not shown */
3005  Money avail = Company::Get(cid)->money + _price[PR_STATION_VALUE] * 200;
3006 
3007  /* Check the action bits for validity and
3008  * if they are valid add them */
3009  for (uint i = 0; i != lengthof(_town_action_costs); i++) {
3010  const TownActions cur = (TownActions)(1 << i);
3011 
3012  /* Is the company not able to bribe ? */
3013  if (cur == TACT_BRIBE && (!_settings_game.economy.bribe || t->ratings[cid] >= RATING_BRIBE_MAXIMUM)) continue;
3014 
3015  /* Is the company not able to buy exclusive rights ? */
3016  if (cur == TACT_BUY_RIGHTS && !_settings_game.economy.exclusive_rights) continue;
3017 
3018  /* Is the company not able to fund buildings ? */
3019  if (cur == TACT_FUND_BUILDINGS && !_settings_game.economy.fund_buildings) continue;
3020 
3021  /* Is the company not able to fund local road reconstruction? */
3022  if (cur == TACT_ROAD_REBUILD && !_settings_game.economy.fund_roads) continue;
3023 
3024  /* Is the company not able to build a statue ? */
3025  if (cur == TACT_BUILD_STATUE && HasBit(t->statues, cid)) continue;
3026 
3027  if (avail >= _town_action_costs[i] * _price[PR_TOWN_ACTION] >> 8) {
3028  buttons |= cur;
3029  num++;
3030  }
3031  }
3032  }
3033 
3034  if (nump != NULL) *nump = num;
3035  return buttons;
3036 }
3037 
3049 CommandCost CmdDoTownAction(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
3050 {
3051  Town *t = Town::GetIfValid(p1);
3052  if (t == NULL || p2 >= lengthof(_town_action_proc)) return CMD_ERROR;
3053 
3054  if (!HasBit(GetMaskOfTownActions(NULL, _current_company, t), p2)) return CMD_ERROR;
3055 
3056  CommandCost cost(EXPENSES_OTHER, _price[PR_TOWN_ACTION] * _town_action_costs[p2] >> 8);
3057 
3058  CommandCost ret = _town_action_proc[p2](t, flags);
3059  if (ret.Failed()) return ret;
3060 
3061  if (flags & DC_EXEC) {
3063  }
3064 
3065  return cost;
3066 }
3067 
3068 static void UpdateTownRating(Town *t)
3069 {
3070  /* Increase company ratings if they're low */
3071  const Company *c;
3072  FOR_ALL_COMPANIES(c) {
3073  if (t->ratings[c->index] < RATING_GROWTH_MAXIMUM) {
3075  }
3076  }
3077 
3078  const Station *st;
3079  FOR_ALL_STATIONS(st) {
3080  if (DistanceSquare(st->xy, t->xy) <= t->cache.squared_town_zone_radius[0]) {
3081  if (st->time_since_load <= 20 || st->time_since_unload <= 20) {
3082  if (Company::IsValidID(st->owner)) {
3083  int new_rating = t->ratings[st->owner] + RATING_STATION_UP_STEP;
3084  t->ratings[st->owner] = min(new_rating, INT16_MAX); // do not let it overflow
3085  }
3086  } else {
3087  if (Company::IsValidID(st->owner)) {
3088  int new_rating = t->ratings[st->owner] + RATING_STATION_DOWN_STEP;
3089  t->ratings[st->owner] = max(new_rating, INT16_MIN);
3090  }
3091  }
3092  }
3093  }
3094 
3095  /* clamp all ratings to valid values */
3096  for (uint i = 0; i < MAX_COMPANIES; i++) {
3097  t->ratings[i] = Clamp(t->ratings[i], RATING_MINIMUM, RATING_MAXIMUM);
3098  }
3099 
3101 }
3102 
3103 static void UpdateTownGrowRate(Town *t)
3104 {
3107 
3108  if (_settings_game.economy.town_growth_rate == 0 && t->fund_buildings_months == 0) return;
3109 
3110  if (t->fund_buildings_months == 0) {
3111  /* Check if all goals are reached for this town to grow (given we are not funding it) */
3112  for (int i = TE_BEGIN; i < TE_END; i++) {
3113  switch (t->goal[i]) {
3114  case TOWN_GROWTH_WINTER:
3115  if (TileHeight(t->xy) >= GetSnowLine() && t->received[i].old_act == 0 && t->cache.population > 90) return;
3116  break;
3117  case TOWN_GROWTH_DESERT:
3118  if (GetTropicZone(t->xy) == TROPICZONE_DESERT && t->received[i].old_act == 0 && t->cache.population > 60) return;
3119  break;
3120  default:
3121  if (t->goal[i] > t->received[i].old_act) return;
3122  break;
3123  }
3124  }
3125  }
3126 
3127  if ((t->growth_rate & TOWN_GROW_RATE_CUSTOM) != 0) {
3130  return;
3131  }
3132 
3137  static const uint16 _grow_count_values[2][6] = {
3138  { 120, 120, 120, 100, 80, 60 }, // Fund new buildings has been activated
3139  { 320, 420, 300, 220, 160, 100 } // Normal values
3140  };
3141 
3142  int n = 0;
3143 
3144  const Station *st;
3145  FOR_ALL_STATIONS(st) {
3146  if (DistanceSquare(st->xy, t->xy) <= t->cache.squared_town_zone_radius[0]) {
3147  if (st->time_since_load <= 20 || st->time_since_unload <= 20) {
3148  n++;
3149  }
3150  }
3151  }
3152 
3153  uint16 m;
3154 
3155  if (t->fund_buildings_months != 0) {
3156  m = _grow_count_values[0][min(n, 5)];
3157  } else {
3158  m = _grow_count_values[1][min(n, 5)];
3159  if (n == 0 && !Chance16(1, 12)) return;
3160  }
3161 
3162  /* Use the normal growth rate values if new buildings have been funded in
3163  * this town and the growth rate is set to none. */
3164  uint growth_multiplier = _settings_game.economy.town_growth_rate != 0 ? _settings_game.economy.town_growth_rate - 1 : 1;
3165 
3166  m >>= growth_multiplier;
3167  if (t->larger_town) m /= 2;
3168 
3169  t->growth_rate = m / (t->cache.num_houses / 50 + 1);
3171 
3174 }
3175 
3176 static void UpdateTownAmounts(Town *t)
3177 {
3178  for (CargoID i = 0; i < NUM_CARGO; i++) t->supplied[i].NewMonth();
3179  for (int i = TE_BEGIN; i < TE_END; i++) t->received[i].NewMonth();
3180  if (t->fund_buildings_months != 0) t->fund_buildings_months--;
3181 
3183 }
3184 
3185 static void UpdateTownUnwanted(Town *t)
3186 {
3187  const Company *c;
3188 
3189  FOR_ALL_COMPANIES(c) {
3190  if (t->unwanted[c->index] > 0) t->unwanted[c->index]--;
3191  }
3192 }
3193 
3201 {
3203 
3205  if (t == NULL) return CommandCost();
3206 
3207  if (t->ratings[_current_company] > RATING_VERYPOOR) return CommandCost();
3208 
3209  SetDParam(0, t->index);
3210  return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
3211 }
3212 
3222 {
3223  Town *t;
3224  uint best = threshold;
3225  Town *best_town = NULL;
3226 
3227  FOR_ALL_TOWNS(t) {
3228  uint dist = DistanceManhattan(tile, t->xy);
3229  if (dist < best) {
3230  best = dist;
3231  best_town = t;
3232  }
3233  }
3234 
3235  return best_town;
3236 }
3237 
3246 Town *ClosestTownFromTile(TileIndex tile, uint threshold)
3247 {
3248  switch (GetTileType(tile)) {
3249  case MP_ROAD:
3250  if (IsRoadDepot(tile)) return CalcClosestTownFromTile(tile, threshold);
3251 
3252  if (!HasTownOwnedRoad(tile)) {
3253  TownID tid = GetTownIndex(tile);
3254 
3255  if (tid == (TownID)INVALID_TOWN) {
3256  /* in the case we are generating "many random towns", this value may be INVALID_TOWN */
3257  if (_generating_world) return CalcClosestTownFromTile(tile, threshold);
3258  assert(Town::GetNumItems() == 0);
3259  return NULL;
3260  }
3261 
3262  assert(Town::IsValidID(tid));
3263  Town *town = Town::Get(tid);
3264 
3265  if (DistanceManhattan(tile, town->xy) >= threshold) town = NULL;
3266 
3267  return town;
3268  }
3269  /* FALL THROUGH */
3270 
3271  case MP_HOUSE:
3272  return Town::GetByTile(tile);
3273 
3274  default:
3275  return CalcClosestTownFromTile(tile, threshold);
3276  }
3277 }
3278 
3279 static bool _town_rating_test = false;
3281 
3287 void SetTownRatingTestMode(bool mode)
3288 {
3289  static int ref_count = 0; // Number of times test-mode is switched on.
3290  if (mode) {
3291  if (ref_count == 0) {
3292  _town_test_ratings.Clear();
3293  }
3294  ref_count++;
3295  } else {
3296  assert(ref_count > 0);
3297  ref_count--;
3298  }
3299  _town_rating_test = !(ref_count == 0);
3300 }
3301 
3307 static int GetRating(const Town *t)
3308 {
3309  if (_town_rating_test) {
3310  SmallMap<const Town *, int>::iterator it = _town_test_ratings.Find(t);
3311  if (it != _town_test_ratings.End()) {
3312  return it->second;
3313  }
3314  }
3315  return t->ratings[_current_company];
3316 }
3317 
3325 void ChangeTownRating(Town *t, int add, int max, DoCommandFlag flags)
3326 {
3327  /* if magic_bulldozer cheat is active, town doesn't penalize for removing stuff */
3328  if (t == NULL || (flags & DC_NO_MODIFY_TOWN_RATING) ||
3330  (_cheats.magic_bulldozer.value && add < 0)) {
3331  return;
3332  }
3333 
3334  int rating = GetRating(t);
3335  if (add < 0) {
3336  if (rating > max) {
3337  rating += add;
3338  if (rating < max) rating = max;
3339  }
3340  } else {
3341  if (rating < max) {
3342  rating += add;
3343  if (rating > max) rating = max;
3344  }
3345  }
3346  if (_town_rating_test) {
3347  _town_test_ratings[t] = rating;
3348  } else {
3350  t->ratings[_current_company] = rating;
3352  }
3353 }
3354 
3363 {
3364  /* if magic_bulldozer cheat is active, town doesn't restrict your destructive actions */
3365  if (t == NULL || !Company::IsValidID(_current_company) ||
3367  return CommandCost();
3368  }
3369 
3370  /* minimum rating needed to be allowed to remove stuff */
3371  static const int needed_rating[][TOWN_RATING_CHECK_TYPE_COUNT] = {
3372  /* ROAD_REMOVE, TUNNELBRIDGE_REMOVE */
3376  };
3377 
3378  /* check if you're allowed to remove the road/bridge/tunnel
3379  * owned by a town no removal if rating is lower than ... depends now on
3380  * difficulty setting. Minimum town rating selected by difficulty level
3381  */
3382  int needed = needed_rating[_settings_game.difficulty.town_council_tolerance][type];
3383 
3384  if (GetRating(t) < needed) {
3385  SetDParam(0, t->index);
3386  return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
3387  }
3388 
3389  return CommandCost();
3390 }
3391 
3392 void TownsMonthlyLoop()
3393 {
3394  Town *t;
3395 
3396  FOR_ALL_TOWNS(t) {
3397  if (t->road_build_months != 0) t->road_build_months--;
3398 
3399  if (t->exclusive_counter != 0) {
3400  if (--t->exclusive_counter == 0) t->exclusivity = INVALID_COMPANY;
3401  }
3402 
3403  UpdateTownAmounts(t);
3404  UpdateTownRating(t);
3405  UpdateTownGrowRate(t);
3406  UpdateTownUnwanted(t);
3407  UpdateTownCargoes(t);
3408  }
3409 
3411 }
3412 
3413 void TownsYearlyLoop()
3414 {
3415  /* Increment house ages */
3416  for (TileIndex t = 0; t < MapSize(); t++) {
3417  if (!IsTileType(t, MP_HOUSE)) continue;
3418  IncrementHouseAge(t);
3419  }
3420 }
3421 
3422 static CommandCost TerraformTile_Town(TileIndex tile, DoCommandFlag flags, int z_new, Slope tileh_new)
3423 {
3424  if (AutoslopeEnabled()) {
3425  HouseID house = GetHouseType(tile);
3426  GetHouseNorthPart(house); // modifies house to the ID of the north tile
3427  const HouseSpec *hs = HouseSpec::Get(house);
3428 
3429  /* Here we differ from TTDP by checking TILE_NOT_SLOPED */
3430  if (((hs->building_flags & TILE_NOT_SLOPED) == 0) && !IsSteepSlope(tileh_new) &&
3431  (GetTileMaxZ(tile) == z_new + GetSlopeMaxZ(tileh_new))) {
3432  bool allow_terraform = true;
3433 
3434  /* Call the autosloping callback per tile, not for the whole building at once. */
3435  house = GetHouseType(tile);
3436  hs = HouseSpec::Get(house);
3438  /* If the callback fails, allow autoslope. */
3439  uint16 res = GetHouseCallback(CBID_HOUSE_AUTOSLOPE, 0, 0, house, Town::GetByTile(tile), tile);
3440  if (res != CALLBACK_FAILED && ConvertBooleanCallback(hs->grf_prop.grffile, CBID_HOUSE_AUTOSLOPE, res)) allow_terraform = false;
3441  }
3442 
3443  if (allow_terraform) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
3444  }
3445  }
3446 
3447  return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
3448 }
3449 
3451 extern const TileTypeProcs _tile_type_town_procs = {
3452  DrawTile_Town, // draw_tile_proc
3453  GetSlopePixelZ_Town, // get_slope_z_proc
3454  ClearTile_Town, // clear_tile_proc
3455  AddAcceptedCargo_Town, // add_accepted_cargo_proc
3456  GetTileDesc_Town, // get_tile_desc_proc
3457  GetTileTrackStatus_Town, // get_tile_track_status_proc
3458  NULL, // click_tile_proc
3459  AnimateTile_Town, // animate_tile_proc
3460  TileLoop_Town, // tile_loop_proc
3461  ChangeTileOwner_Town, // change_tile_owner_proc
3462  AddProducedCargo_Town, // add_produced_cargo_proc
3463  NULL, // vehicle_enter_tile_proc
3464  GetFoundation_Town, // get_foundation_proc
3465  TerraformTile_Town, // terraform_tile_proc
3466 };
3467 
3468 
3469 HouseSpec _house_specs[NUM_HOUSES];
3470 
3471 void ResetHouses()
3472 {
3473  memset(&_house_specs, 0, sizeof(_house_specs));
3474  memcpy(&_house_specs, &_original_house_specs, sizeof(_original_house_specs));
3475 
3476  /* Reset any overrides that have been set. */
3477  _house_mngr.ResetOverride();
3478 }