/* $Id$ */ /** @file town.h Base of the town class. */ #ifndef TOWN_H #define TOWN_H #include "core/pool_type.hpp" #include "core/bitmath_func.hpp" #include "core/random_func.hpp" #include "cargo_type.h" #include "tile_type.h" #include "date_type.h" #include "town_type.h" #include "company_type.h" #include "settings_type.h" #include "strings_type.h" #include "viewport_type.h" #include "economy_type.h" #include "map_type.h" #include "command_type.h" #include "town_map.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; 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, UpdateTownVirtCoord 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]; /* 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 /* NOSAVE: UpdateTownRadius updates this given the house count. */ uint32 squared_town_zone_radius[HZB_END]; /* NOSAVE: The number of each type of building in the town. */ BuildingCounts building_counts; /** * 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 corespondig to the town's tolerance. * To this result, we add 3, which is the noise of the lowest airport. * So user can at least buld that airport * @return the maximum noise level the town will tolerate */ inline uint16 MaxTownNoise() const { if (this->population == 0) return 0; // no population? no noise return ((this->population / _settings_game.economy.town_noise_population[_settings_game.difficulty.town_council_tolerance]) + 3); } static FORCEINLINE Town *GetByTile(TileIndex tile) { return Town::Get(GetTownIndex(tile)); } }; uint32 GetWorldPopulation(); void UpdateTownVirtCoord(Town *t); void UpdateAllTownVirtCoords(); void InitializeTown(); void ShowTownViewWindow(TownID town); void ExpandTown(Town *t); Town *CreateRandomTown(uint attempts, TownSize size, bool city, TownLayout layout); enum TownRatingCheckType { ROAD_REMOVE = 0, TUNNELBRIDGE_REMOVE = 1, TOWN_RATING_CHECK_TYPE_COUNT, }; /** 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 conjonction 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 { 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. }; bool CheckforTownRating(DoCommandFlag flags, Town *t, TownRatingCheckType type); TileIndexDiff GetHouseNorthPart(HouseID &house); /** * Return a random valid town. */ static inline Town *GetRandomTown() { int num = RandomRange((uint16)Town::GetNumItems()); TownID index = INVALID_TOWN; while (num >= 0) { num--; index++; /* Make sure we have a valid town */ while (!Town::IsValidID(index)) { index++; assert(index < Town::GetPoolSize()); } } return Town::Get(index); } Town *CalcClosestTownFromTile(TileIndex tile, uint threshold = UINT_MAX, const Town *ignore = NULL); #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) extern Town *_cleared_town; extern int _cleared_town_rating; void ResetHouses(); void ClearTownHouse(Town *t, TileIndex tile); void UpdateTownMaxPass(Town *t); void UpdateTownRadius(Town *t); bool 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); bool GenerateTownName(uint32 *townnameparts); /** * Calculate a hash value from a tile position * * @param x The X coordinate * @param y The Y coordinate * @return The hash of the tile */ static inline uint TileHash(uint x, uint y) { uint hash = x >> 4; hash ^= x >> 6; hash ^= y >> 4; hash -= y >> 6; return hash; } /** * Get the last two bits of the TileHash * from a tile position. * * @see TileHash() * @param x The X coordinate * @param y The Y coordinate * @return The last two bits from hash of the tile */ static inline uint TileHash2Bit(uint x, uint y) { return GB(TileHash(x, y), 0, 2); } #endif /* TOWN_H */