/* $Id$ */
/*
* 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 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, or when we're calling from afterload. */
assert(obj->name == NULL || 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 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 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)next; // set index...
}
#endif /* TOWN_H */