/* $Id$ */ /* * 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 "core/pool_type.hpp" #include "viewport_type.h" #include "command_type.h" #include "town_map.h" #include "subsidy_type.h" template struct BuildingCounts { T id_count[HOUSE_MAX]; T class_count[HOUSE_CLASS_MAX]; }; 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 uint INVALID_TOWN = 0xFFFF; typedef Pool TownPool; extern TownPool _town_pool; /** Town data structure. */ struct Town : TownPool::PoolItem<&_town_pool> { TileIndex xy; /* Current population of people and amount of houses. */ uint32 num_houses; uint32 population; /* Town name */ uint32 townnamegrfid; uint16 townnametype; uint32 townnameparts; char *name; /* NOSAVE: Location of name sign, UpdateVirtCoord updates this. */ ViewportSign sign; /* Makes sure we don't build certain house types twice. * bit 0 = Building funds received * bit 1 = CHURCH * bit 2 = STADIUM */ byte flags; /* level of noise that all the airports are generating */ uint16 noise_reached; /* Which companies have a statue? */ CompanyMask statues; /* Company ratings as well as a mask that determines which companies have a rating. */ CompanyMask have_ratings; uint8 unwanted[MAX_COMPANIES]; ///< how many months companies aren't wanted by towns (bribe) CompanyByte exclusivity; ///< which company has exclusivity uint8 exclusive_counter; ///< months till the exclusivity expires int16 ratings[MAX_COMPANIES]; ///< Ratings of each company for this town. /* Maximum amount of passengers and mail that can be transported. */ uint32 max_pass; uint32 max_mail; uint32 new_max_pass; uint32 new_max_mail; uint32 act_pass; uint32 act_mail; uint32 new_act_pass; uint32 new_act_mail; /* Amount of passengers that were transported. */ byte pct_pass_transported; byte pct_mail_transported; /* Amount of food and paper that was transported. Actually a bit mask would be enough. */ uint16 act_food; uint16 act_water; uint16 new_act_food; uint16 new_act_water; /* Time until we rebuild a house. */ uint16 time_until_rebuild; /* When to grow town next time. */ uint16 grow_counter; int16 growth_rate; /* Fund buildings program in action? */ byte fund_buildings_months; /* Fund road reconstruction in action? */ byte road_build_months; /* If this is a larger town, and should grow more quickly. */ bool larger_town; TownLayoutByte layout; ///< town specific road layout PartOfSubsidyByte part_of_subsidy; ///< NOSAVE: is this town a source/destination of a subsidy? /* NOSAVE: UpdateTownRadius updates this given the house count. */ uint32 squared_town_zone_radius[HZB_END]; BuildingCounts building_counts; ///< NOSAVE: The number of each type of building in the town. /** * Creates a new 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 MaxTownNoise() const { if (this->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 (this->population / _settings_game.economy.town_noise_population[_settings_game.difficulty.town_council_tolerance]) + 3; } void UpdateVirtCoord(); static FORCEINLINE Town *GetByTile(TileIndex tile) { return Town::Get(GetTownIndex(tile)); } static Town *GetRandom(); static void PostDestructor(size_t index); }; uint32 GetWorldPopulation(); void UpdateAllTownVirtCoords(); void ShowTownViewWindow(TownID town); void ExpandTown(Town *t); /** * 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. }; /** * This is the number of ticks between towns being processed for building new * houses or roads. This value originally came from the size of the town array * in TTD. */ static const byte TOWN_GROWTH_FREQUENCY = 70; /** * 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_FUNDED = 0, ///< Town has received some funds for TOWN_HAS_CHURCH = 1, ///< There can be only one church by town. TOWN_HAS_STADIUM = 2 ///< There can be only one stadium by town. }; CommandCost CheckforTownRating(DoCommandFlag flags, Town *t, TownRatingCheckType type); TileIndexDiff GetHouseNorthPart(HouseID &house); Town *CalcClosestTownFromTile(TileIndex tile, uint threshold = UINT_MAX); #define FOR_ALL_TOWNS_FROM(var, start) FOR_ALL_ITEMS_FROM(Town, town_index, var, start) #define FOR_ALL_TOWNS(var) FOR_ALL_TOWNS_FROM(var, 0) void ResetHouses(); 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); uint GetMaskOfTownActions(int *nump, CompanyID cid, const Town *t); bool GenerateTowns(TownLayout layout); /** 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_FOUND_BUILDINGS = 0x20, ///< Found new buildings. TACT_BUY_RIGHTS = 0x40, ///< Buy exclusive transport rights. TACT_BRIBE = 0x80, ///< Try to bribe the counsil. 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_FOUND_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) extern const byte _town_action_costs[TACT_COUNT]; extern TownID _new_town_id; /** * 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. */ assert(obj->name == NULL); 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 used = 0; // bitmap of used waypoint numbers, sliding window with 'next' as base uint32 next = 0; // first number in the bitmap uint32 idx = 0; // index where we will stop uint32 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 != NULL && obj != lobj) { /* only objects with 'generic' name within the same city and with the same type*/ if (lobj->name == NULL && 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)next; // set index... } #endif /* TOWN_H */