2005-07-24 14:12:37 +00:00
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/* $Id$ */
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2004-08-09 17:04:08 +00:00
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#ifndef TOWN_H
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#define TOWN_H
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2006-12-03 17:27:43 +00:00
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#include "oldpool.h"
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2004-08-09 17:04:08 +00:00
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#include "player.h"
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2007-03-19 11:27:30 +00:00
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#include "functions.h"
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#include "helpers.hpp"
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2004-08-09 17:04:08 +00:00
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2006-12-09 14:18:08 +00:00
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enum {
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2007-03-19 11:27:30 +00:00
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HOUSE_NO_CLASS = 0,
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NEW_HOUSE_OFFSET = 110,
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HOUSE_MAX = 512,
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INVALID_TOWN = 0xFFFF,
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INVALID_HOUSE_ID = 0xFFFF,
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/* There can only be as many classes as there are new houses, plus one for
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* NO_CLASS, as the original houses don't have classes. */
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HOUSE_CLASS_MAX = HOUSE_MAX - NEW_HOUSE_OFFSET + 1,
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};
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enum BuildingFlags {
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TILE_NO_FLAG = 0,
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TILE_SIZE_1x1 = 1U << 0,
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TILE_NOT_SLOPED = 1U << 1,
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TILE_SIZE_2x1 = 1U << 2,
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TILE_SIZE_1x2 = 1U << 3,
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TILE_SIZE_2x2 = 1U << 4,
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BUILDING_IS_ANIMATED = 1U << 5,
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BUILDING_IS_CHURCH = 1U << 6,
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BUILDING_IS_STADIUM = 1U << 7,
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BUILDING_HAS_1_TILE = TILE_SIZE_1x1 | TILE_SIZE_2x1 | TILE_SIZE_1x2 | TILE_SIZE_2x2,
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BUILDING_2_TILES_X = TILE_SIZE_2x1 | TILE_SIZE_2x2,
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BUILDING_2_TILES_Y = TILE_SIZE_1x2 | TILE_SIZE_2x2,
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BUILDING_HAS_4_TILES = TILE_SIZE_2x2,
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};
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DECLARE_ENUM_AS_BIT_SET(BuildingFlags)
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enum HouseZones { ///< Bit Value Meaning
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HZ_NOZNS = 0x0000, ///< 0 This is just to get rid of zeros, meaning none
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HZ_ZON1 = 0x0001, ///< 0..4 1,2,4,8,10 which town zones the building can be built in, Zone1 been the further suburb
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HZ_ZON2 = 0x0002,
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HZ_ZON3 = 0x0004,
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HZ_ZON4 = 0x0008,
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HZ_ZON5 = 0x0010, ///< center of town
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HZ_ZONALL = 0x001F, ///< 1F This is just to englobe all above types at once
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HZ_SUBARTC_ABOVE = 0x0800, ///< 11 800 can appear in sub-arctic climate above the snow line
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HZ_TEMP = 0x1000, ///< 12 1000 can appear in temperate climate
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HZ_SUBARTC_BELOW = 0x2000, ///< 13 2000 can appear in sub-arctic climate below the snow line
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HZ_SUBTROPIC = 0x4000, ///< 14 4000 can appear in subtropical climate
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HZ_TOYLND = 0x8000 ///< 15 8000 can appear in toyland climate
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};
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DECLARE_ENUM_AS_BIT_SET(HouseZones)
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enum HouseExtraFlags {
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NO_EXTRA_FLAG = 0,
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BUILDING_IS_HISTORICAL = 1U << 0, ///< this house will only appear during town generation in random games, thus the historical
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BUILDING_IS_PROTECTED = 1U << 1, ///< towns and AI will not remove this house, while human players will be able tp
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SYNCHRONISED_CALLBACK_1B = 1U << 2, ///< synchronized callback 1B will be performed, on multi tile houses
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CALLBACK_1A_RANDOM_BITS = 1U << 3, ///< callback 1A needs random bits
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};
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DECLARE_ENUM_AS_BIT_SET(HouseExtraFlags)
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typedef uint16 HouseID;
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typedef uint16 HouseClassID;
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struct BuildingCounts {
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uint8 id_count[HOUSE_MAX];
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uint8 class_count[HOUSE_CLASS_MAX];
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2006-12-09 14:18:08 +00:00
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};
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2004-08-09 17:04:08 +00:00
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struct Town {
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TileIndex xy;
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// Current population of people and amount of houses.
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uint16 num_houses;
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uint32 population;
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2004-09-10 19:02:27 +00:00
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2004-08-09 17:04:08 +00:00
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// Town name
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uint16 townnametype;
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uint32 townnameparts;
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2004-09-10 19:02:27 +00:00
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// NOSAVE: Location of name sign, UpdateTownVirtCoord updates this.
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2004-08-09 17:04:08 +00:00
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ViewportSign sign;
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2004-09-10 19:02:27 +00:00
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2004-08-09 17:04:08 +00:00
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// Makes sure we don't build certain house types twice.
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2006-04-03 14:56:07 +00:00
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// bit 0 = Building funds received
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// bit 1 = CHURCH
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// bit 2 = STADIUM
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2004-08-09 17:04:08 +00:00
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byte flags12;
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// Which players have a statue?
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byte statues;
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// Player ratings as well as a mask that determines which players have a rating.
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byte have_ratings;
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uint8 unwanted[MAX_PLAYERS]; // how many months companies aren't wanted by towns (bribe)
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2007-01-10 18:56:51 +00:00
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PlayerByte exclusivity; // which player has exslusivity
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2004-08-23 21:04:39 +00:00
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uint8 exclusive_counter; // months till the exclusivity expires
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2004-08-09 17:04:08 +00:00
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int16 ratings[MAX_PLAYERS];
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2004-09-10 19:02:27 +00:00
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2004-08-09 17:04:08 +00:00
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// Maximum amount of passengers and mail that can be transported.
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2005-02-17 10:56:19 +00:00
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uint32 max_pass;
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uint32 max_mail;
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uint32 new_max_pass;
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uint32 new_max_mail;
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uint32 act_pass;
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uint32 act_mail;
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uint32 new_act_pass;
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uint32 new_act_mail;
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2004-08-09 17:04:08 +00:00
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// Amount of passengers that were transported.
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byte pct_pass_transported;
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byte pct_mail_transported;
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// Amount of food and paper that was transported. Actually a bit mask would be enough.
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uint16 act_food;
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2004-08-10 14:42:52 +00:00
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uint16 act_water;
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2004-08-09 17:04:08 +00:00
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uint16 new_act_food;
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2004-08-10 14:42:52 +00:00
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uint16 new_act_water;
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2004-09-10 19:02:27 +00:00
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2004-08-09 17:04:08 +00:00
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// Time until we rebuild a house.
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byte time_until_rebuild;
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// When to grow town next time.
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byte grow_counter;
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2004-09-10 19:02:27 +00:00
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byte growth_rate;
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2004-08-09 17:04:08 +00:00
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// Fund buildings program in action?
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byte fund_buildings_months;
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2004-09-10 19:02:27 +00:00
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2004-08-09 17:04:08 +00:00
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// Fund road reconstruction in action?
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byte road_build_months;
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// Index in town array
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2006-03-26 22:41:56 +00:00
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TownID index;
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2004-08-09 17:04:08 +00:00
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// NOSAVE: UpdateTownRadius updates this given the house count.
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uint16 radius[5];
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2007-03-19 11:27:30 +00:00
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// NOSAVE: The number of each type of building in the town.
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BuildingCounts building_counts;
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2004-08-09 17:04:08 +00:00
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};
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2007-03-19 11:27:30 +00:00
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struct HouseSpec {
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/* Standard properties */
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Year min_date; ///< introduction year of the house
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Year max_date; ///< last year it can be built
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byte population; ///< population (Zero on other tiles in multi tile house.)
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byte removal_cost; ///< cost multiplier for removing it
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StringID building_name; ///< building name
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uint16 remove_rating_decrease; ///< rating decrease if removed
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byte mail_generation; ///< mail generation multiplier (tile based, as the acceptances below)
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byte passenger_acceptance; ///< passenger acceptance, given in 1/8th unit, max is 8, as the 3 next properies
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byte mail_acceptance; ///< mail acceptance
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byte goods_acceptance; ///< good acceptance
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byte food_acceptance; ///< food (or fizzy drink) acceptance
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BuildingFlags building_flags; ///< some flags that describe the house (size, stadium etc...)
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HouseZones building_availability; ///< where can it be built (climates, zones)
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bool enabled; ///< the house is still avaible (by default, true.newgrf can disable it, though)
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/* NewHouses properties */
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HouseID substitute_id; ///< which house this one is based on
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struct SpriteGroup *spritegroup; ///< pointer to the different sprites of the house
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HouseID override; ///< which house this one replaces
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uint16 callback_mask; ///< House callback flags
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byte random_colour[4]; ///< 4 "random" colours
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byte probability; ///< Relative probability of appearing (16 is the standard value)
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HouseExtraFlags extra_flags; ///< some more flags
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HouseClassID class_id; ///< defines the class this house has (grf file based) @See HouseGetVariable, prop 0x44
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byte animation_frames; ///< number of animation frames
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byte animation_speed; ///< amount of time between each of those frames
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byte processing_time; ///< Periodic refresh multiplier
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/* grf file related properties*/
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uint8 local_id; ///< id defined by the grf file for this house
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const struct GRFFile *grffile; ///< grf file that introduced this house
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};
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VARDEF HouseSpec _house_specs[HOUSE_MAX];
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2007-03-07 11:47:46 +00:00
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uint32 GetWorldPopulation();
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2004-08-09 17:04:08 +00:00
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2004-12-31 18:57:24 +00:00
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void UpdateTownVirtCoord(Town *t);
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2007-03-07 11:47:46 +00:00
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void InitializeTown();
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2006-03-26 22:41:56 +00:00
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void ShowTownViewWindow(TownID town);
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2004-08-09 17:04:08 +00:00
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void ExpandTown(Town *t);
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2006-04-27 11:19:12 +00:00
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Town *CreateRandomTown(uint attempts, uint size_mode);
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2004-08-09 17:04:08 +00:00
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enum {
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ROAD_REMOVE = 0,
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UNMOVEABLE_REMOVE = 1,
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TUNNELBRIDGE_REMOVE = 1,
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INDUSTRY_REMOVE = 2
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};
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2005-01-14 09:20:12 +00:00
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enum {
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// These refer to the maximums, so Appalling is -1000 to -400
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// MAXIMUM RATINGS BOUNDARIES
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2006-04-03 14:56:07 +00:00
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RATING_MINIMUM = -1000,
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2006-08-22 14:38:37 +00:00
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RATING_APPALLING = -400,
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RATING_VERYPOOR = -200,
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RATING_POOR = 0,
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RATING_MEDIOCRE = 200,
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RATING_GOOD = 400,
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RATING_VERYGOOD = 600,
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RATING_EXCELLENT = 800,
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RATING_OUTSTANDING = 1000, // OUTSTANDING
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2005-01-14 09:20:12 +00:00
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RATING_MAXIMUM = RATING_OUTSTANDING,
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// RATINGS AFFECTING NUMBERS
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RATING_TREE_DOWN_STEP = -35,
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2006-08-22 14:38:37 +00:00
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RATING_TREE_MINIMUM = RATING_MINIMUM,
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RATING_TREE_UP_STEP = 7,
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RATING_TREE_MAXIMUM = 220,
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2005-01-14 09:20:12 +00:00
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RATING_TUNNEL_BRIDGE_DOWN_STEP = -250,
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2006-08-22 14:38:37 +00:00
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RATING_TUNNEL_BRIDGE_MINIMUM = 0,
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2005-01-14 09:20:12 +00:00
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RATING_INDUSTRY_DOWN_STEP = -1500,
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2006-08-22 14:38:37 +00:00
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RATING_INDUSTRY_MINIMUM = RATING_MINIMUM,
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2005-01-14 09:20:12 +00:00
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RATING_ROAD_DOWN_STEP = -50,
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2006-08-22 14:38:37 +00:00
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RATING_ROAD_MINIMUM = -100,
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RATING_HOUSE_MINIMUM = RATING_MINIMUM,
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2005-01-14 09:20:12 +00:00
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RATING_BRIBE_UP_STEP = 200,
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RATING_BRIBE_MAXIMUM = 800,
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2006-04-03 14:56:07 +00:00
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RATING_BRIBE_DOWN_TO = -50 // XXX SHOULD BE SOMETHING LOWER?
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};
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enum {
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/* This is the base "normal" number of towns on the 8x8 map, when
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* one town should get grown per tick. The other numbers of towns
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* are then scaled based on that. */
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2006-08-22 14:38:37 +00:00
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TOWN_GROWTH_FREQUENCY = 23,
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2006-04-03 14:56:07 +00:00
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/* Simple value that indicates the house has reached final stage of construction*/
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2006-08-22 14:38:37 +00:00
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TOWN_HOUSE_COMPLETED = 3,
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2006-04-03 14:56:07 +00:00
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};
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/* This enum is used in conjonction with town->flags12.
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* IT simply states what bit is used for.
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* It is pretty unrealistic (IMHO) to only have one church/stadium
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* per town, NO MATTER the population of it.
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* And there are 5 more bits available on flags12...
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*/
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enum {
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TOWN_IS_FUNDED = 0, // Town has received some funds for
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TOWN_HAS_CHURCH = 1, // There can be only one church by town.
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TOWN_HAS_STADIUM = 2 // There can be only one stadium by town.
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2005-01-14 09:20:12 +00:00
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};
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2006-02-02 07:15:46 +00:00
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bool CheckforTownRating(uint32 flags, Town *t, byte type);
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2004-08-09 17:04:08 +00:00
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2006-08-15 07:07:17 +00:00
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VARDEF const Town** _town_sort;
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2005-01-06 22:31:58 +00:00
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2006-12-03 17:27:43 +00:00
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DECLARE_OLD_POOL(Town, Town, 3, 8000)
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2005-02-01 18:32:01 +00:00
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2007-03-19 11:27:30 +00:00
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static inline HouseSpec *GetHouseSpecs(HouseID house_id)
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{
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assert(house_id < HOUSE_MAX);
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return &_house_specs[house_id];
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}
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2005-02-06 22:36:08 +00:00
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/**
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* Check if a Town really exists.
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*/
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2005-09-18 20:56:44 +00:00
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static inline bool IsValidTown(const Town* town)
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2005-02-06 22:36:08 +00:00
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{
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2006-08-22 15:33:35 +00:00
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return town->xy != 0;
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2005-02-06 22:36:08 +00:00
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}
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2006-12-09 14:18:08 +00:00
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static inline bool IsValidTownID(TownID index)
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{
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return index < GetTownPoolSize() && IsValidTown(GetTown(index));
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}
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2006-08-22 20:41:26 +00:00
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VARDEF uint _total_towns;
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2007-03-07 11:47:46 +00:00
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static inline TownID GetMaxTownIndex()
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2006-08-22 20:41:26 +00:00
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{
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/* TODO - This isn't the real content of the function, but
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* with the new pool-system this will be replaced with one that
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2006-12-05 13:58:20 +00:00
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* _really_ returns the highest index. Now it just returns
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2006-08-22 20:41:26 +00:00
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* the next safe value we are sure about everything is below.
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*/
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2006-12-09 14:14:51 +00:00
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return GetTownPoolSize() - 1;
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2006-12-05 13:58:20 +00:00
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}
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2007-03-07 11:47:46 +00:00
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static inline uint GetNumTowns()
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2006-12-05 13:58:20 +00:00
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{
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2006-08-22 21:17:19 +00:00
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return _total_towns;
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2006-08-22 20:41:26 +00:00
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}
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2006-08-22 21:14:45 +00:00
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/**
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* Return a random valid town.
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*/
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2007-03-07 11:47:46 +00:00
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static inline Town *GetRandomTown()
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2006-08-22 21:14:45 +00:00
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{
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2006-12-09 14:18:08 +00:00
|
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int num = RandomRange(GetNumTowns());
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|
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TownID index = INVALID_TOWN;
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2006-08-22 21:14:45 +00:00
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2006-12-09 14:18:08 +00:00
|
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|
while (num >= 0) {
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2006-08-22 21:14:45 +00:00
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num--;
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index++;
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2007-02-11 19:31:29 +00:00
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|
/* Make sure we have a valid town */
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2006-12-09 14:18:08 +00:00
|
|
|
while (!IsValidTownID(index)) {
|
2006-08-22 21:14:45 +00:00
|
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|
index++;
|
2006-12-09 14:18:08 +00:00
|
|
|
assert(index <= GetMaxTownIndex());
|
2006-08-22 21:14:45 +00:00
|
|
|
}
|
|
|
|
}
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|
|
|
|
|
|
|
return GetTown(index);
|
|
|
|
}
|
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|
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|
2006-08-26 18:05:05 +00:00
|
|
|
void DestroyTown(Town *t);
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|
|
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|
|
|
|
static inline void DeleteTown(Town *t)
|
|
|
|
{
|
|
|
|
DestroyTown(t);
|
|
|
|
t->xy = 0;
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|
|
|
}
|
|
|
|
|
2007-02-09 16:21:03 +00:00
|
|
|
Town* CalcClosestTownFromTile(TileIndex tile, uint threshold);
|
|
|
|
|
2006-10-28 11:55:29 +00:00
|
|
|
#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))
|
2005-02-01 18:32:01 +00:00
|
|
|
#define FOR_ALL_TOWNS(t) FOR_ALL_TOWNS_FROM(t, 0)
|
2005-01-06 22:31:58 +00:00
|
|
|
|
2004-08-09 17:04:08 +00:00
|
|
|
VARDEF bool _town_sort_dirty;
|
|
|
|
VARDEF byte _town_sort_order;
|
|
|
|
|
|
|
|
VARDEF Town *_cleared_town;
|
|
|
|
VARDEF int _cleared_town_rating;
|
|
|
|
|
2007-03-19 11:27:30 +00:00
|
|
|
uint OriginalTileRandomiser(uint x, uint y);
|
|
|
|
void ResetHouses();
|
|
|
|
|
|
|
|
void ClearTownHouse(Town *t, TileIndex tile);
|
|
|
|
|
2004-08-09 17:04:08 +00:00
|
|
|
#endif /* TOWN_H */
|