OpenTTD-patches/src/town.h

404 lines
12 KiB
C

/* $Id$ */
/** @file town.h Base of the town class. */
#ifndef TOWN_H
#define TOWN_H
#include "oldpool.h"
#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 "player_type.h"
#include "settings_type.h"
#include "strings_type.h"
#include "viewport_type.h"
#include "economy_type.h"
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 HouseZonesBits {
HZB_BEGIN = 0,
HZB_TOWN_EDGE = 0,
HZB_TOWN_OUTSKIRT,
HZB_TOWN_OUTER_SUBURB,
HZB_TOWN_INNER_SUBURB,
HZB_TOWN_CENTRE,
HZB_END,
};
assert_compile(HZB_END == 5);
DECLARE_POSTFIX_INCREMENT(HouseZonesBits)
enum HouseZones { ///< Bit Value Meaning
HZ_NOZNS = 0x0000, ///< 0 This is just to get rid of zeros, meaning none
HZ_ZON1 = 1U << HZB_TOWN_EDGE, ///< 0..4 1,2,4,8,10 which town zones the building can be built in, Zone1 been the further suburb
HZ_ZON2 = 1U << HZB_TOWN_OUTSKIRT,
HZ_ZON3 = 1U << HZB_TOWN_OUTER_SUBURB,
HZ_ZON4 = 1U << HZB_TOWN_INNER_SUBURB,
HZ_ZON5 = 1U << HZB_TOWN_CENTRE, ///< 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)
struct BuildingCounts {
uint8 id_count[HOUSE_MAX];
uint8 class_count[HOUSE_CLASS_MAX];
};
DECLARE_OLD_POOL(Town, Town, 3, 8000)
struct Town : PoolItem<Town, TownID, &_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 flags12;
/* level of noise that all the airports are generating */
uint16 noise_reached;
/* Which players have a statue? */
byte statues;
/* Player ratings as well as a mask that determines which players have a rating. */
PlayerMask 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. */
uint32 squared_town_zone_radius[HZB_END];
/* NOSAVE: The number of each type of building in the town. */
BuildingCounts building_counts;
/* NOSAVE: The town specific road layout */
TownLayout layout;
/**
* Creates a new town
*/
Town(TileIndex tile = 0);
/** Destroy the town */
~Town();
inline bool IsValid() const { return this->xy != 0; }
void InitializeLayout();
inline TownLayout GetActiveLayout() const;
/** 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);
}
};
/**
* Get the current valid layout for the town
* @return the active layout for this town
*/
inline TownLayout Town::GetActiveLayout() const
{
return (_settings_game.economy.town_layout == TL_RANDOM) ? this->layout : _settings_game.economy.town_layout;
}
struct HouseSpec {
/* Standard properties */
Year min_year; ///< introduction year of the house
Year max_year; ///< 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
/**
* Get the cost for removing this house
* @return the cost (inflation corrected etc)
*/
Money GetRemovalCost() const;
};
extern HouseSpec _house_specs[HOUSE_MAX];
uint32 GetWorldPopulation();
void UpdateTownVirtCoord(Town *t);
void UpdateAllTownVirtCoords();
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
};
/** 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);
static inline HouseSpec *GetHouseSpecs(HouseID house_id)
{
assert(house_id < HOUSE_MAX);
return &_house_specs[house_id];
}
TileIndex GetHouseNorthPart(HouseID &house);
/**
* 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();
}
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()
{
extern uint _total_towns;
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)
extern Town *_cleared_town;
extern int _cleared_town_rating;
void ResetHouses();
void ClearTownHouse(Town *t, TileIndex tile);
void AfterLoadTown();
void UpdateTownMaxPass(Town *t);
void UpdateTownRadius(Town *t);
bool CheckIfAuthorityAllows(TileIndex tile);
Town *ClosestTownFromTile(TileIndex tile, uint threshold);
void ChangeTownRating(Town *t, int add, int max);
HouseZonesBits GetTownRadiusGroup(const Town* t, TileIndex tile);
void SetTownRatingTestMode(bool mode);
/**
* 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 */