/* * This file is part of OpenTTD. * 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. * 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. * 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 . */ /** @file town.h Base of the town class. */ #ifndef TOWN_H #define TOWN_H #include "viewport_type.h" #include "timer/timer_game_tick.h" #include "town_map.h" #include "subsidy_type.h" #include "newgrf_storage.h" #include "cargotype.h" template struct BuildingCounts { std::vector id_count; std::vector class_count; auto operator<=>(const BuildingCounts &) const = default; }; static const uint CUSTOM_TOWN_NUMBER_DIFFICULTY = 4; ///< value for custom town number in difficulty settings static const uint CUSTOM_TOWN_MAX_NUMBER = 5000; ///< this is the maximum number of towns a user can specify in customisation static const TownID INVALID_TOWN = 0xFFFF; static const uint TOWN_GROWTH_WINTER = 0xFFFFFFFE; ///< The town only needs this cargo in the winter (any amount) static const uint TOWN_GROWTH_DESERT = 0xFFFFFFFF; ///< The town needs the cargo for growth when on desert (any amount) static const uint16_t TOWN_GROWTH_RATE_NONE = 0xFFFF; ///< Special value for Town::growth_rate to disable town growth. static const uint16_t MAX_TOWN_GROWTH_TICKS = 930; ///< Max amount of original town ticks that still fit into uint16_t, about equal to UINT16_MAX / TOWN_GROWTH_TICKS but slightly less to simplify calculations typedef Pool TownPool; extern TownPool _town_pool; /** Data structure with cached data of towns. */ struct TownCache { uint32_t num_houses; ///< Amount of houses uint32_t population; ///< Current population of people TrackedViewportSign sign; ///< Location of name sign, UpdateVirtCoord updates this PartOfSubsidy part_of_subsidy; ///< Is this town a source/destination of a subsidy? std::array squared_town_zone_radius; ///< UpdateTownRadius updates this given the house count BuildingCounts building_counts; ///< The number of each type of building in the town auto operator<=>(const TownCache &) const = default; }; /** Town data structure. */ struct Town : TownPool::PoolItem<&_town_pool> { TileIndex xy; ///< town center tile TownCache cache; ///< Container for all cacheable data. /* Town name */ uint32_t townnamegrfid; uint16_t townnametype; uint32_t townnameparts; std::string name; ///< Custom town name. If empty, the town was not renamed and uses the generated name. mutable std::string cached_name; ///< NOSAVE: Cache of the resolved name of the town, if not using a custom town name uint8_t flags; ///< See #TownFlags. uint16_t noise_reached; ///< level of noise that all the airports are generating CompanyMask statues; ///< which companies have a statue? /* Company ratings. */ CompanyMask have_ratings; ///< which companies have a rating uint8_t unwanted[MAX_COMPANIES]; ///< how many months companies aren't wanted by towns (bribe) CompanyID exclusivity; ///< which company has exclusivity uint8_t exclusive_counter; ///< months till the exclusivity expires int16_t ratings[MAX_COMPANIES]; ///< ratings of each company for this town TransportedCargoStat supplied[NUM_CARGO]; ///< Cargo statistics about supplied cargo. TransportedCargoStat received[NUM_TAE]; ///< Cargo statistics about received cargotypes. uint32_t goal[NUM_TAE]; ///< Amount of cargo required for the town to grow. std::string text; ///< General text with additional information. inline uint8_t GetPercentTransported(CargoID cid) const { if (!IsValidCargoID(cid)) return 0; return this->supplied[cid].old_act * 256 / (this->supplied[cid].old_max + 1); } StationList stations_near; ///< NOSAVE: List of nearby stations. uint16_t time_until_rebuild; ///< time until we rebuild a house uint16_t grow_counter; ///< counter to count when to grow, value is smaller than or equal to growth_rate uint16_t growth_rate; ///< town growth rate uint8_t fund_buildings_months; ///< fund buildings program in action? uint8_t road_build_months; ///< fund road reconstruction in action? bool larger_town; ///< if this is a larger town and should grow more quickly TownLayout layout; ///< town specific road layout bool show_zone; ///< NOSAVE: mark town to show the local authority zone in the viewports std::list psa_list; /** * Creates a new town. * @param tile center tile of the town */ Town(TileIndex tile = INVALID_TILE) : xy(tile) { } /** Destroy the town. */ ~Town(); void InitializeLayout(TownLayout layout); /** * Calculate the max town noise. * The value is counted using the population divided by the content of the * entry in town_noise_population corresponding to the town's tolerance. * @return the maximum noise level the town will tolerate. */ inline uint16_t MaxTownNoise() const { if (this->cache.population == 0) return 0; // no population? no noise /* 3 is added (the noise of the lowest airport), so the user can at least build a small airfield. */ return ClampTo((this->cache.population / _settings_game.economy.town_noise_population[_settings_game.difficulty.town_council_tolerance]) + 3); } void UpdateVirtCoord(); inline const std::string &GetCachedName() const { if (!this->name.empty()) return this->name; if (this->cached_name.empty()) this->FillCachedName(); return this->cached_name; } static inline Town *GetByTile(TileIndex tile) { return Town::Get(GetTownIndex(tile)); } static Town *GetRandom(); static void PostDestructor(size_t index); private: void FillCachedName() const; }; uint32_t GetWorldPopulation(); void UpdateAllTownVirtCoords(); void ClearAllTownCachedNames(); void ShowTownViewWindow(TownID town); void ExpandTown(Town *t); void RebuildTownKdtree(); /** Settings for town council attitudes. */ enum TownCouncilAttitudes { TOWN_COUNCIL_LENIENT = 0, TOWN_COUNCIL_TOLERANT = 1, TOWN_COUNCIL_HOSTILE = 2, TOWN_COUNCIL_PERMISSIVE = 3, }; /** * Action types that a company must ask permission for to a town authority. * @see CheckforTownRating */ enum TownRatingCheckType { ROAD_REMOVE = 0, ///< Removal of a road owned by the town. TUNNELBRIDGE_REMOVE = 1, ///< Removal of a tunnel or bridge owned by the towb. TOWN_RATING_CHECK_TYPE_COUNT, ///< Number of town checking action types. }; /** Special values for town list window for the data parameter of #InvalidateWindowData. */ enum TownDirectoryInvalidateWindowData { TDIWD_FORCE_REBUILD, TDIWD_POPULATION_CHANGE, TDIWD_FORCE_RESORT, }; /** * This enum is used in conjunction with town->flags. * IT simply states what bit is used for. * It is pretty unrealistic (IMHO) to only have one church/stadium * per town, NO MATTER the population of it. * And there are 5 more bits available on flags... */ enum TownFlags { TOWN_IS_GROWING = 0, ///< Conditions for town growth are met. Grow according to Town::growth_rate. TOWN_HAS_CHURCH = 1, ///< There can be only one church by town. TOWN_HAS_STADIUM = 2, ///< There can be only one stadium by town. TOWN_CUSTOM_GROWTH = 3, ///< Growth rate is controlled by GS. }; CommandCost CheckforTownRating(DoCommandFlag flags, Town *t, TownRatingCheckType type); TileIndexDiff GetHouseNorthPart(HouseID &house); Town *CalcClosestTownFromTile(TileIndex tile, uint threshold = UINT_MAX); void ResetHouses(); /** Town actions of a company. */ enum TownActions { TACT_NONE = 0x00, ///< Empty action set. TACT_ADVERTISE_SMALL = 0x01, ///< Small advertising campaign. TACT_ADVERTISE_MEDIUM = 0x02, ///< Medium advertising campaign. TACT_ADVERTISE_LARGE = 0x04, ///< Large advertising campaign. TACT_ROAD_REBUILD = 0x08, ///< Rebuild the roads. TACT_BUILD_STATUE = 0x10, ///< Build a statue. TACT_FUND_BUILDINGS = 0x20, ///< Fund new buildings. TACT_BUY_RIGHTS = 0x40, ///< Buy exclusive transport rights. TACT_BRIBE = 0x80, ///< Try to bribe the council. TACT_COUNT = 8, ///< Number of available town actions. TACT_ADVERTISE = TACT_ADVERTISE_SMALL | TACT_ADVERTISE_MEDIUM | TACT_ADVERTISE_LARGE, ///< All possible advertising actions. TACT_CONSTRUCTION = TACT_ROAD_REBUILD | TACT_BUILD_STATUE | TACT_FUND_BUILDINGS, ///< All possible construction actions. TACT_FUNDS = TACT_BUY_RIGHTS | TACT_BRIBE, ///< All possible funding actions. TACT_ALL = TACT_ADVERTISE | TACT_CONSTRUCTION | TACT_FUNDS, ///< All possible actions. }; DECLARE_ENUM_AS_BIT_SET(TownActions) void ClearTownHouse(Town *t, TileIndex tile); void UpdateTownMaxPass(Town *t); void UpdateTownRadius(Town *t); CommandCost CheckIfAuthorityAllowsNewStation(TileIndex tile, DoCommandFlag flags); Town *ClosestTownFromTile(TileIndex tile, uint threshold); void ChangeTownRating(Town *t, int add, int max, DoCommandFlag flags); HouseZonesBits GetTownRadiusGroup(const Town *t, TileIndex tile); void SetTownRatingTestMode(bool mode); TownActions GetMaskOfTownActions(CompanyID cid, const Town *t); bool GenerateTowns(TownLayout layout); const CargoSpec *FindFirstCargoWithTownAcceptanceEffect(TownAcceptanceEffect effect); extern const uint8_t _town_action_costs[TACT_COUNT]; /** * Set the default name for a depot/waypoint * @tparam T The type/class to make a default name for * @param obj The object/instance we want to find the name for */ template void MakeDefaultName(T *obj) { /* We only want to set names if it hasn't been set before, or when we're calling from afterload. */ assert(obj->name.empty() || obj->town_cn == UINT16_MAX); obj->town = ClosestTownFromTile(obj->xy, UINT_MAX); /* Find first unused number belonging to this town. This can never fail, * as long as there can be at most 65535 waypoints/depots in total. * * This does 'n * m' search, but with 32bit 'used' bitmap, it needs at * most 'n * (1 + ceil(m / 32))' steps (n - number of waypoints in pool, * m - number of waypoints near this town). * Usually, it needs only 'n' steps. * * If it wasn't using 'used' and 'idx', it would just search for increasing 'next', * but this way it is faster */ uint32_t used = 0; // bitmap of used waypoint numbers, sliding window with 'next' as base uint32_t next = 0; // first number in the bitmap uint32_t idx = 0; // index where we will stop uint32_t cid = 0; // current index, goes to T::GetPoolSize()-1, then wraps to 0 do { T *lobj = T::GetIfValid(cid); /* check only valid waypoints... */ if (lobj != nullptr && obj != lobj) { /* only objects within the same city and with the same type */ if (lobj->town == obj->town && lobj->IsOfType(obj)) { /* if lobj->town_cn < next, uint will overflow to '+inf' */ uint i = (uint)lobj->town_cn - next; if (i < 32) { SetBit(used, i); // update bitmap if (i == 0) { /* shift bitmap while the lowest bit is '1'; * increase the base of the bitmap too */ do { used >>= 1; next++; } while (HasBit(used, 0)); /* when we are at 'idx' again at end of the loop and * 'next' hasn't changed, then no object had town_cn == next, * so we can safely use it */ idx = cid; } } } } cid++; if (cid == T::GetPoolSize()) cid = 0; // wrap to zero... } while (cid != idx); obj->town_cn = (uint16_t)next; // set index... } /* * Converts original town ticks counters to plain game ticks. Note that * tick 0 is a valid tick so actual amount is one more than the counter value. */ inline uint16_t TownTicksToGameTicks(uint16_t ticks) { return (std::min(ticks, MAX_TOWN_GROWTH_TICKS) + 1) * Ticks::TOWN_GROWTH_TICKS - 1; } RoadType GetTownRoadType(); bool CheckTownRoadTypes(); #endif /* TOWN_H */