/* $Id$ */ /** @file town.h */ #ifndef TOWN_H #define TOWN_H #include "oldpool.h" #include "player.h" #include "functions.h" #include "helpers.hpp" enum { HOUSE_NO_CLASS = 0, NEW_HOUSE_OFFSET = 110, HOUSE_MAX = 512, INVALID_TOWN = 0xFFFF, INVALID_HOUSE_ID = 0xFFFF, /* There can only be as many classes as there are new houses, plus one for * NO_CLASS, as the original houses don't have classes. */ HOUSE_CLASS_MAX = HOUSE_MAX - NEW_HOUSE_OFFSET + 1, }; enum BuildingFlags { TILE_NO_FLAG = 0, TILE_SIZE_1x1 = 1U << 0, TILE_NOT_SLOPED = 1U << 1, TILE_SIZE_2x1 = 1U << 2, TILE_SIZE_1x2 = 1U << 3, TILE_SIZE_2x2 = 1U << 4, BUILDING_IS_ANIMATED = 1U << 5, BUILDING_IS_CHURCH = 1U << 6, BUILDING_IS_STADIUM = 1U << 7, BUILDING_HAS_1_TILE = TILE_SIZE_1x1 | TILE_SIZE_2x1 | TILE_SIZE_1x2 | TILE_SIZE_2x2, BUILDING_2_TILES_X = TILE_SIZE_2x1 | TILE_SIZE_2x2, BUILDING_2_TILES_Y = TILE_SIZE_1x2 | TILE_SIZE_2x2, BUILDING_HAS_4_TILES = TILE_SIZE_2x2, }; DECLARE_ENUM_AS_BIT_SET(BuildingFlags) enum HouseZones { ///< Bit Value Meaning HZ_NOZNS = 0x0000, ///< 0 This is just to get rid of zeros, meaning none HZ_ZON1 = 0x0001, ///< 0..4 1,2,4,8,10 which town zones the building can be built in, Zone1 been the further suburb HZ_ZON2 = 0x0002, HZ_ZON3 = 0x0004, HZ_ZON4 = 0x0008, HZ_ZON5 = 0x0010, ///< center of town HZ_ZONALL = 0x001F, ///< 1F This is just to englobe all above types at once HZ_SUBARTC_ABOVE = 0x0800, ///< 11 800 can appear in sub-arctic climate above the snow line HZ_TEMP = 0x1000, ///< 12 1000 can appear in temperate climate HZ_SUBARTC_BELOW = 0x2000, ///< 13 2000 can appear in sub-arctic climate below the snow line HZ_SUBTROPIC = 0x4000, ///< 14 4000 can appear in subtropical climate HZ_TOYLND = 0x8000 ///< 15 8000 can appear in toyland climate }; DECLARE_ENUM_AS_BIT_SET(HouseZones) enum HouseExtraFlags { NO_EXTRA_FLAG = 0, BUILDING_IS_HISTORICAL = 1U << 0, ///< this house will only appear during town generation in random games, thus the historical BUILDING_IS_PROTECTED = 1U << 1, ///< towns and AI will not remove this house, while human players will be able tp SYNCHRONISED_CALLBACK_1B = 1U << 2, ///< synchronized callback 1B will be performed, on multi tile houses CALLBACK_1A_RANDOM_BITS = 1U << 3, ///< callback 1A needs random bits }; DECLARE_ENUM_AS_BIT_SET(HouseExtraFlags) typedef uint16 HouseID; typedef uint16 HouseClassID; struct BuildingCounts { uint8 id_count[HOUSE_MAX]; uint8 class_count[HOUSE_CLASS_MAX]; }; struct Town; DECLARE_OLD_POOL(Town, Town, 3, 8000) struct Town : PoolItem<Town, TownID, &_Town_pool> { TileIndex xy; /* Current population of people and amount of houses. */ uint16 num_houses; uint32 population; /* Town name */ uint32 townnamegrfid; uint16 townnametype; uint32 townnameparts; /* 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 flags12; /* Which players have a statue? */ byte statues; /* Player ratings as well as a mask that determines which players have a rating. */ byte have_ratings; uint8 unwanted[MAX_PLAYERS]; ///< how many months companies aren't wanted by towns (bribe) PlayerByte exclusivity; ///< which player has exslusivity uint8 exclusive_counter; ///< months till the exclusivity expires int16 ratings[MAX_PLAYERS]; /* 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; /* NOSAVE: UpdateTownRadius updates this given the house count. */ uint16 radius[5]; /* NOSAVE: The number of each type of building in the town. */ BuildingCounts building_counts; /** * Creates a new town */ Town(TileIndex tile = 0); /** Destroy the town */ ~Town(); inline bool IsValid() const { return this->xy != 0; } }; struct HouseSpec { /* Standard properties */ Year min_date; ///< introduction year of the house Year max_date; ///< last year it can be built byte population; ///< population (Zero on other tiles in multi tile house.) byte removal_cost; ///< cost multiplier for removing it StringID building_name; ///< building name uint16 remove_rating_decrease; ///< rating decrease if removed byte mail_generation; ///< mail generation multiplier (tile based, as the acceptances below) byte cargo_acceptance[3]; ///< acceptance level for the cargo slots CargoID accepts_cargo[3]; ///< 3 input cargo slots BuildingFlags building_flags; ///< some flags that describe the house (size, stadium etc...) HouseZones building_availability; ///< where can it be built (climates, zones) bool enabled; ///< the house is available to build (true by default, but can be disabled by newgrf) /* NewHouses properties */ HouseID substitute_id; ///< which original house this one is based on struct SpriteGroup *spritegroup; ///< pointer to the different sprites of the house HouseID override; ///< which house this one replaces uint16 callback_mask; ///< House callback flags byte random_colour[4]; ///< 4 "random" colours byte probability; ///< Relative probability of appearing (16 is the standard value) HouseExtraFlags extra_flags; ///< some more flags HouseClassID class_id; ///< defines the class this house has (grf file based) @See HouseGetVariable, prop 0x44 byte animation_frames; ///< number of animation frames byte animation_speed; ///< amount of time between each of those frames byte processing_time; ///< Periodic refresh multiplier byte minimum_life; ///< The minimum number of years this house will survive before the town rebuilds it /* grf file related properties*/ uint8 local_id; ///< id defined by the grf file for this house const struct GRFFile *grffile; ///< grf file that introduced this house }; enum TownSizeMode { TSM_RANDOM, TSM_FIXED, TSM_CITY }; VARDEF HouseSpec _house_specs[HOUSE_MAX]; uint32 GetWorldPopulation(); void UpdateTownVirtCoord(Town *t); void InitializeTown(); void ShowTownViewWindow(TownID town); void ExpandTown(Town *t); Town *CreateRandomTown(uint attempts, TownSizeMode mode, uint size); enum { ROAD_REMOVE = 0, UNMOVEABLE_REMOVE = 1, TUNNELBRIDGE_REMOVE = 1, INDUSTRY_REMOVE = 2 }; enum { /* These refer to the maximums, so Appalling is -1000 to -400 * MAXIMUM RATINGS BOUNDARIES */ RATING_MINIMUM = -1000, RATING_APPALLING = -400, RATING_VERYPOOR = -200, RATING_POOR = 0, RATING_MEDIOCRE = 200, RATING_GOOD = 400, RATING_VERYGOOD = 600, RATING_EXCELLENT = 800, RATING_OUTSTANDING = 1000, ///< OUTSTANDING RATING_MAXIMUM = RATING_OUTSTANDING, /* RATINGS AFFECTING NUMBERS */ RATING_TREE_DOWN_STEP = -35, RATING_TREE_MINIMUM = RATING_MINIMUM, RATING_TREE_UP_STEP = 7, RATING_TREE_MAXIMUM = 220, RATING_TUNNEL_BRIDGE_DOWN_STEP = -250, RATING_TUNNEL_BRIDGE_MINIMUM = 0, RATING_INDUSTRY_DOWN_STEP = -1500, RATING_INDUSTRY_MINIMUM = RATING_MINIMUM, RATING_ROAD_DOWN_STEP = -50, RATING_ROAD_MINIMUM = -100, RATING_HOUSE_MINIMUM = RATING_MINIMUM, RATING_BRIBE_UP_STEP = 200, RATING_BRIBE_MAXIMUM = 800, RATING_BRIBE_DOWN_TO = -50 // XXX SHOULD BE SOMETHING LOWER? }; /** 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; /** Simple value that indicates the house has reached the final stage of * construction. */ static const byte TOWN_HOUSE_COMPLETED = 3; /** This enum is used in conjonction with town->flags12. * 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 flags12... */ 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(uint32 flags, Town *t, byte type); VARDEF const Town** _town_sort; static inline HouseSpec *GetHouseSpecs(HouseID house_id) { assert(house_id < HOUSE_MAX); return &_house_specs[house_id]; } /** * Check if a TownID is valid. * @param index to inquiry in the pool of town * @return true if it exists */ static inline bool IsValidTownID(TownID index) { return index < GetTownPoolSize() && GetTown(index)->IsValid(); } VARDEF uint _total_towns; static inline TownID GetMaxTownIndex() { /* TODO - This isn't the real content of the function, but * with the new pool-system this will be replaced with one that * _really_ returns the highest index. Now it just returns * the next safe value we are sure about everything is below. */ return GetTownPoolSize() - 1; } static inline uint GetNumTowns() { return _total_towns; } /** * Return a random valid town. */ static inline Town *GetRandomTown() { int num = RandomRange(GetNumTowns()); TownID index = INVALID_TOWN; while (num >= 0) { num--; index++; /* Make sure we have a valid town */ while (!IsValidTownID(index)) { index++; assert(index <= GetMaxTownIndex()); } } return GetTown(index); } Town* CalcClosestTownFromTile(TileIndex tile, uint threshold); #define FOR_ALL_TOWNS_FROM(t, start) for (t = GetTown(start); t != NULL; t = (t->index + 1U < GetTownPoolSize()) ? GetTown(t->index + 1U) : NULL) if (t->IsValid()) #define FOR_ALL_TOWNS(t) FOR_ALL_TOWNS_FROM(t, 0) VARDEF bool _town_sort_dirty; VARDEF byte _town_sort_order; VARDEF Town *_cleared_town; VARDEF int _cleared_town_rating; uint OriginalTileRandomiser(uint x, uint y); void ResetHouses(); void ClearTownHouse(Town *t, TileIndex tile); #endif /* TOWN_H */