OpenTTD-patches/src/town.h

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/* $Id$ */
#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 {
TileIndex xy;
// Current population of people and amount of houses.
uint16 num_houses;
uint32 population;
// Town name
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.
byte time_until_rebuild;
// When to grow town next time.
byte grow_counter;
byte growth_rate;
// Fund buildings program in action?
byte fund_buildings_months;
// Fund road reconstruction in action?
byte road_build_months;
// Index in town array
TownID index;
// 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;
};
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 passenger_acceptance; ///< passenger acceptance, given in 1/8th unit, max is 8, as the 3 next properies
byte mail_acceptance; ///< mail acceptance
byte goods_acceptance; ///< good acceptance
byte food_acceptance; ///< food (or fizzy drink) acceptance
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 still avaible (by default, true.newgrf can disable it, though)
/* NewHouses properties */
HouseID substitute_id; ///< which 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
/* 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
};
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, uint size_mode);
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?
};
enum {
/* This is the base "normal" number of towns on the 8x8 map, when
* one town should get grown per tick. The other numbers of towns
* are then scaled based on that. */
TOWN_GROWTH_FREQUENCY = 23,
/* Simple value that indicates the house has reached final stage of construction*/
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;
DECLARE_OLD_POOL(Town, Town, 3, 8000)
static inline HouseSpec *GetHouseSpecs(HouseID house_id)
{
assert(house_id < HOUSE_MAX);
return &_house_specs[house_id];
}
/**
* Check if a Town really exists.
*/
static inline bool IsValidTown(const Town* town)
{
return town->xy != 0;
}
static inline bool IsValidTownID(TownID index)
{
return index < GetTownPoolSize() && IsValidTown(GetTown(index));
}
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);
}
void DestroyTown(Town *t);
static inline void DeleteTown(Town *t)
{
DestroyTown(t);
t->xy = 0;
}
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 (IsValidTown(t))
#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 */