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https://github.com/JGRennison/OpenTTD-patches.git
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297 lines
9.8 KiB
C++
297 lines
9.8 KiB
C++
/* $Id$ */
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/*
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* This file is part of OpenTTD.
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* 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.
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* 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.
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* 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 <http://www.gnu.org/licenses/>.
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*/
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/** @file town.h Base of the town class. */
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#ifndef TOWN_H
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#define TOWN_H
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#include "core/pool_type.hpp"
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#include "viewport_type.h"
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#include "command_type.h"
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#include "town_map.h"
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#include "subsidy_type.h"
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#include "newgrf_storage.h"
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#include <list>
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template <typename T>
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struct BuildingCounts {
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T id_count[HOUSE_MAX];
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T class_count[HOUSE_CLASS_MAX];
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};
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static const uint CUSTOM_TOWN_NUMBER_DIFFICULTY = 4; ///< value for custom town number in difficulty settings
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static const uint CUSTOM_TOWN_MAX_NUMBER = 5000; ///< this is the maximum number of towns a user can specify in customisation
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static const uint INVALID_TOWN = 0xFFFF;
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typedef Pool<Town, TownID, 64, 64000> TownPool;
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extern TownPool _town_pool;
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/** Town data structure. */
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struct Town : TownPool::PoolItem<&_town_pool> {
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TileIndex xy;
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/* Current population of people and amount of houses. */
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uint32 num_houses;
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uint32 population;
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/* Town name */
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uint32 townnamegrfid;
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uint16 townnametype;
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uint32 townnameparts;
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char *name;
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/* NOSAVE: Location of name sign, UpdateVirtCoord updates this. */
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ViewportSign sign;
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/* Makes sure we don't build certain house types twice.
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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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byte flags;
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/* level of noise that all the airports are generating */
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uint16 noise_reached;
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/* Which companies have a statue? */
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CompanyMask statues;
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/* Company ratings as well as a mask that determines which companies have a rating. */
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CompanyMask have_ratings;
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uint8 unwanted[MAX_COMPANIES]; ///< how many months companies aren't wanted by towns (bribe)
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CompanyByte exclusivity; ///< which company has exclusivity
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uint8 exclusive_counter; ///< months till the exclusivity expires
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int16 ratings[MAX_COMPANIES]; ///< Ratings of each company for this town.
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/* Maximum amount of passengers and mail that can be transported. */
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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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/* 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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uint16 act_water;
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uint16 new_act_food;
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uint16 new_act_water;
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/* Time until we rebuild a house. */
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uint16 time_until_rebuild;
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/* When to grow town next time. */
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uint16 grow_counter;
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int16 growth_rate;
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/* Fund buildings program in action? */
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byte fund_buildings_months;
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/* Fund road reconstruction in action? */
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byte road_build_months;
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/* If this is a larger town, and should grow more quickly. */
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bool larger_town;
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TownLayoutByte layout; ///< town specific road layout
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std::list<PersistentStorage *> psa_list;
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PartOfSubsidyByte part_of_subsidy; ///< NOSAVE: is this town a source/destination of a subsidy?
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/* NOSAVE: UpdateTownRadius updates this given the house count. */
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uint32 squared_town_zone_radius[HZB_END];
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BuildingCounts<uint16> building_counts; ///< NOSAVE: The number of each type of building in the town.
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/**
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* Creates a new town
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*/
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Town(TileIndex tile = INVALID_TILE) : xy(tile) { }
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/** Destroy the town */
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~Town();
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void InitializeLayout(TownLayout layout);
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/**
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* Calculate the max town noise.
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* The value is counted using the population divided by the content of the
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* entry in town_noise_population corresponding to the town's tolerance.
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* @return the maximum noise level the town will tolerate.
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*/
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inline uint16 MaxTownNoise() const
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{
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if (this->population == 0) return 0; // no population? no noise
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/* 3 is added (the noise of the lowest airport), so the user can at least build a small airfield. */
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return (this->population / _settings_game.economy.town_noise_population[_settings_game.difficulty.town_council_tolerance]) + 3;
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}
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void UpdateVirtCoord();
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static FORCEINLINE Town *GetByTile(TileIndex tile)
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{
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return Town::Get(GetTownIndex(tile));
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}
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static Town *GetRandom();
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static void PostDestructor(size_t index);
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};
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uint32 GetWorldPopulation();
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void UpdateAllTownVirtCoords();
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void ShowTownViewWindow(TownID town);
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void ExpandTown(Town *t);
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/**
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* Action types that a company must ask permission for to a town authority.
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* @see CheckforTownRating
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*/
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enum TownRatingCheckType {
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ROAD_REMOVE = 0, ///< Removal of a road owned by the town.
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TUNNELBRIDGE_REMOVE = 1, ///< Removal of a tunnel or bridge owned by the towb.
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TOWN_RATING_CHECK_TYPE_COUNT, ///< Number of town checking action types.
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};
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/**
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* This enum is used in conjunction with town->flags.
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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 flags...
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*/
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enum TownFlags {
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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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};
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CommandCost CheckforTownRating(DoCommandFlag flags, Town *t, TownRatingCheckType type);
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TileIndexDiff GetHouseNorthPart(HouseID &house);
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Town *CalcClosestTownFromTile(TileIndex tile, uint threshold = UINT_MAX);
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#define FOR_ALL_TOWNS_FROM(var, start) FOR_ALL_ITEMS_FROM(Town, town_index, var, start)
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#define FOR_ALL_TOWNS(var) FOR_ALL_TOWNS_FROM(var, 0)
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void ResetHouses();
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void ClearTownHouse(Town *t, TileIndex tile);
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void UpdateTownMaxPass(Town *t);
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void UpdateTownRadius(Town *t);
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CommandCost CheckIfAuthorityAllowsNewStation(TileIndex tile, DoCommandFlag flags);
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Town *ClosestTownFromTile(TileIndex tile, uint threshold);
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void ChangeTownRating(Town *t, int add, int max, DoCommandFlag flags);
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HouseZonesBits GetTownRadiusGroup(const Town *t, TileIndex tile);
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void SetTownRatingTestMode(bool mode);
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uint GetMaskOfTownActions(int *nump, CompanyID cid, const Town *t);
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bool GenerateTowns(TownLayout layout);
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/** Town actions of a company. */
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enum TownActions {
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TACT_NONE = 0x00, ///< Empty action set.
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TACT_ADVERTISE_SMALL = 0x01, ///< Small advertising campaign.
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TACT_ADVERTISE_MEDIUM = 0x02, ///< Medium advertising campaign.
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TACT_ADVERTISE_LARGE = 0x04, ///< Large advertising campaign.
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TACT_ROAD_REBUILD = 0x08, ///< Rebuild the roads.
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TACT_BUILD_STATUE = 0x10, ///< Build a statue.
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TACT_FOUND_BUILDINGS = 0x20, ///< Found new buildings.
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TACT_BUY_RIGHTS = 0x40, ///< Buy exclusive transport rights.
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TACT_BRIBE = 0x80, ///< Try to bribe the counsil.
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TACT_COUNT = 8, ///< Number of available town actions.
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TACT_ADVERTISE = TACT_ADVERTISE_SMALL | TACT_ADVERTISE_MEDIUM | TACT_ADVERTISE_LARGE, ///< All possible advertising actions.
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TACT_CONSTRUCTION = TACT_ROAD_REBUILD | TACT_BUILD_STATUE | TACT_FOUND_BUILDINGS, ///< All possible construction actions.
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TACT_FUNDS = TACT_BUY_RIGHTS | TACT_BRIBE, ///< All possible funding actions.
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TACT_ALL = TACT_ADVERTISE | TACT_CONSTRUCTION | TACT_FUNDS, ///< All possible actions.
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};
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DECLARE_ENUM_AS_BIT_SET(TownActions)
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extern const byte _town_action_costs[TACT_COUNT];
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extern TownID _new_town_id;
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/**
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* Set the default name for a depot/waypoint
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* @tparam T The type/class to make a default name for
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* @param obj The object/instance we want to find the name for
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*/
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template <class T>
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void MakeDefaultName(T *obj)
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{
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/* We only want to set names if it hasn't been set before, or when we're calling from afterload. */
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assert(obj->name == NULL || obj->town_cn == UINT16_MAX);
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obj->town = ClosestTownFromTile(obj->xy, UINT_MAX);
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/* Find first unused number belonging to this town. This can never fail,
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* as long as there can be at most 65535 waypoints/depots in total.
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*
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* This does 'n * m' search, but with 32bit 'used' bitmap, it needs at
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* most 'n * (1 + ceil(m / 32))' steps (n - number of waypoints in pool,
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* m - number of waypoints near this town).
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* Usually, it needs only 'n' steps.
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*
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* If it wasn't using 'used' and 'idx', it would just search for increasing 'next',
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* but this way it is faster */
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uint32 used = 0; // bitmap of used waypoint numbers, sliding window with 'next' as base
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uint32 next = 0; // first number in the bitmap
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uint32 idx = 0; // index where we will stop
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uint32 cid = 0; // current index, goes to T::GetPoolSize()-1, then wraps to 0
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do {
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T *lobj = T::GetIfValid(cid);
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/* check only valid waypoints... */
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if (lobj != NULL && obj != lobj) {
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/* only objects within the same city and with the same type */
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if (lobj->town == obj->town && lobj->IsOfType(obj)) {
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/* if lobj->town_cn < next, uint will overflow to '+inf' */
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uint i = (uint)lobj->town_cn - next;
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if (i < 32) {
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SetBit(used, i); // update bitmap
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if (i == 0) {
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/* shift bitmap while the lowest bit is '1';
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* increase the base of the bitmap too */
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do {
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used >>= 1;
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next++;
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} while (HasBit(used, 0));
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/* when we are at 'idx' again at end of the loop and
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* 'next' hasn't changed, then no object had town_cn == next,
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* so we can safely use it */
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idx = cid;
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}
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}
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}
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}
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cid++;
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if (cid == T::GetPoolSize()) cid = 0; // wrap to zero...
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} while (cid != idx);
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obj->town_cn = (uint16)next; // set index...
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}
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#endif /* TOWN_H */
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