mirror of
https://github.com/JGRennison/OpenTTD-patches.git
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249 lines
7.3 KiB
C++
249 lines
7.3 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 "core/bitmath_func.hpp"
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#include "core/random_func.hpp"
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#include "cargo_type.h"
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#include "tile_type.h"
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#include "date_type.h"
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#include "town_type.h"
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#include "company_type.h"
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#include "settings_type.h"
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#include "strings_type.h"
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#include "viewport_type.h"
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#include "economy_type.h"
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#include "map_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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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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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];
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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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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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/* NOSAVE: The number of each type of building in the town. */
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BuildingCounts<uint16> building_counts;
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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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/** 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 corespondig to the town's tolerance.
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* To this result, we add 3, which is the noise of the lowest airport.
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* So user can at least buld that airport
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* @return the maximum noise level the town will tolerate */
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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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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 InitializeTown();
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void ShowTownViewWindow(TownID town);
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void ExpandTown(Town *t);
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Town *CreateRandomTown(uint attempts, TownSize size, bool city, TownLayout layout);
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enum TownRatingCheckType {
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ROAD_REMOVE = 0,
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TUNNELBRIDGE_REMOVE = 1,
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TOWN_RATING_CHECK_TYPE_COUNT,
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};
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/** This is the number of ticks between towns being processed for building new
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* houses or roads. This value originally came from the size of the town array
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* in TTD. */
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static const byte TOWN_GROWTH_FREQUENCY = 70;
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/** This enum is used in conjonction 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 {
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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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bool 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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extern Town *_cleared_town;
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extern int _cleared_town_rating;
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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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bool 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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bool GenerateTownName(uint32 *townnameparts);
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/**
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* Calculate a hash value from a tile position
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*
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* @param x The X coordinate
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* @param y The Y coordinate
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* @return The hash of the tile
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*/
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static inline uint TileHash(uint x, uint y)
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{
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uint hash = x >> 4;
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hash ^= x >> 6;
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hash ^= y >> 4;
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hash -= y >> 6;
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return hash;
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}
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/**
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* Get the last two bits of the TileHash
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* from a tile position.
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*
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* @see TileHash()
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* @param x The X coordinate
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* @param y The Y coordinate
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* @return The last two bits from hash of the tile
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*/
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static inline uint TileHash2Bit(uint x, uint y)
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{
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return GB(TileHash(x, y), 0, 2);
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}
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#endif /* TOWN_H */
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