Update: Translations from eints
[openttd-github.git] / src / town.h
blobce930bb18002f2c89aa13427c17c9f34b7150886
1 /*
2 * This file is part of OpenTTD.
3 * 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.
4 * 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.
5 * 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/>.
6 */
8 /** @file town.h Base of the town class. */
10 #ifndef TOWN_H
11 #define TOWN_H
13 #include "viewport_type.h"
14 #include "timer/timer_game_tick.h"
15 #include "town_map.h"
16 #include "subsidy_type.h"
17 #include "newgrf_storage.h"
18 #include "cargotype.h"
20 template <typename T>
21 struct BuildingCounts {
22 std::vector<T> id_count;
23 std::vector<T> class_count;
25 auto operator<=>(const BuildingCounts &) const = default;
28 static const uint CUSTOM_TOWN_NUMBER_DIFFICULTY = 4; ///< value for custom town number in difficulty settings
29 static const uint CUSTOM_TOWN_MAX_NUMBER = 5000; ///< this is the maximum number of towns a user can specify in customisation
31 static const TownID INVALID_TOWN = 0xFFFF;
33 static const uint TOWN_GROWTH_WINTER = 0xFFFFFFFE; ///< The town only needs this cargo in the winter (any amount)
34 static const uint TOWN_GROWTH_DESERT = 0xFFFFFFFF; ///< The town needs the cargo for growth when on desert (any amount)
35 static const uint16_t TOWN_GROWTH_RATE_NONE = 0xFFFF; ///< Special value for Town::growth_rate to disable town growth.
36 static const uint16_t MAX_TOWN_GROWTH_TICKS = 930; ///< Max amount of original town ticks that still fit into uint16_t, about equal to UINT16_MAX / TOWN_GROWTH_TICKS but slightly less to simplify calculations
38 typedef Pool<Town, TownID, 64, 64000> TownPool;
39 extern TownPool _town_pool;
41 /** Data structure with cached data of towns. */
42 struct TownCache {
43 uint32_t num_houses; ///< Amount of houses
44 uint32_t population; ///< Current population of people
45 TrackedViewportSign sign; ///< Location of name sign, UpdateVirtCoord updates this
46 PartOfSubsidy part_of_subsidy; ///< Is this town a source/destination of a subsidy?
47 std::array<uint32_t, HZB_END> squared_town_zone_radius; ///< UpdateTownRadius updates this given the house count
48 BuildingCounts<uint16_t> building_counts; ///< The number of each type of building in the town
50 auto operator<=>(const TownCache &) const = default;
53 /** Town data structure. */
54 struct Town : TownPool::PoolItem<&_town_pool> {
55 TileIndex xy; ///< town center tile
57 TownCache cache; ///< Container for all cacheable data.
59 /* Town name */
60 uint32_t townnamegrfid;
61 uint16_t townnametype;
62 uint32_t townnameparts;
63 std::string name; ///< Custom town name. If empty, the town was not renamed and uses the generated name.
64 mutable std::string cached_name; ///< NOSAVE: Cache of the resolved name of the town, if not using a custom town name
66 uint8_t flags; ///< See #TownFlags.
68 uint16_t noise_reached; ///< level of noise that all the airports are generating
70 CompanyMask statues; ///< which companies have a statue?
72 /* Company ratings. */
73 CompanyMask have_ratings; ///< which companies have a rating
74 uint8_t unwanted[MAX_COMPANIES]; ///< how many months companies aren't wanted by towns (bribe)
75 CompanyID exclusivity; ///< which company has exclusivity
76 uint8_t exclusive_counter; ///< months till the exclusivity expires
77 int16_t ratings[MAX_COMPANIES]; ///< ratings of each company for this town
79 TransportedCargoStat<uint32_t> supplied[NUM_CARGO]; ///< Cargo statistics about supplied cargo.
80 TransportedCargoStat<uint16_t> received[NUM_TAE]; ///< Cargo statistics about received cargotypes.
81 uint32_t goal[NUM_TAE]; ///< Amount of cargo required for the town to grow.
83 std::string text; ///< General text with additional information.
85 inline uint8_t GetPercentTransported(CargoID cid) const
87 if (!IsValidCargoID(cid)) return 0;
88 return this->supplied[cid].old_act * 256 / (this->supplied[cid].old_max + 1);
91 StationList stations_near; ///< NOSAVE: List of nearby stations.
93 uint16_t time_until_rebuild; ///< time until we rebuild a house
95 uint16_t grow_counter; ///< counter to count when to grow, value is smaller than or equal to growth_rate
96 uint16_t growth_rate; ///< town growth rate
98 uint8_t fund_buildings_months; ///< fund buildings program in action?
99 uint8_t road_build_months; ///< fund road reconstruction in action?
101 bool larger_town; ///< if this is a larger town and should grow more quickly
102 TownLayout layout; ///< town specific road layout
104 bool show_zone; ///< NOSAVE: mark town to show the local authority zone in the viewports
106 std::list<PersistentStorage *> psa_list;
109 * Creates a new town.
110 * @param tile center tile of the town
112 Town(TileIndex tile = INVALID_TILE) : xy(tile) { }
114 /** Destroy the town. */
115 ~Town();
117 void InitializeLayout(TownLayout layout);
120 * Calculate the max town noise.
121 * The value is counted using the population divided by the content of the
122 * entry in town_noise_population corresponding to the town's tolerance.
123 * @return the maximum noise level the town will tolerate.
125 inline uint16_t MaxTownNoise() const
127 if (this->cache.population == 0) return 0; // no population? no noise
129 /* 3 is added (the noise of the lowest airport), so the user can at least build a small airfield. */
130 return ClampTo<uint16_t>((this->cache.population / _settings_game.economy.town_noise_population[_settings_game.difficulty.town_council_tolerance]) + 3);
133 void UpdateVirtCoord();
135 inline const std::string &GetCachedName() const
137 if (!this->name.empty()) return this->name;
138 if (this->cached_name.empty()) this->FillCachedName();
139 return this->cached_name;
142 static inline Town *GetByTile(TileIndex tile)
144 return Town::Get(GetTownIndex(tile));
147 static Town *GetRandom();
148 static void PostDestructor(size_t index);
150 private:
151 void FillCachedName() const;
154 uint32_t GetWorldPopulation();
156 void UpdateAllTownVirtCoords();
157 void ClearAllTownCachedNames();
158 void ShowTownViewWindow(TownID town);
159 void ExpandTown(Town *t);
161 void RebuildTownKdtree();
163 /** Settings for town council attitudes. */
164 enum TownCouncilAttitudes {
165 TOWN_COUNCIL_LENIENT = 0,
166 TOWN_COUNCIL_TOLERANT = 1,
167 TOWN_COUNCIL_HOSTILE = 2,
168 TOWN_COUNCIL_PERMISSIVE = 3,
172 * Action types that a company must ask permission for to a town authority.
173 * @see CheckforTownRating
175 enum TownRatingCheckType {
176 ROAD_REMOVE = 0, ///< Removal of a road owned by the town.
177 TUNNELBRIDGE_REMOVE = 1, ///< Removal of a tunnel or bridge owned by the towb.
178 TOWN_RATING_CHECK_TYPE_COUNT, ///< Number of town checking action types.
181 /** Special values for town list window for the data parameter of #InvalidateWindowData. */
182 enum TownDirectoryInvalidateWindowData {
183 TDIWD_FORCE_REBUILD,
184 TDIWD_POPULATION_CHANGE,
185 TDIWD_FORCE_RESORT,
189 * This enum is used in conjunction with town->flags.
190 * IT simply states what bit is used for.
191 * It is pretty unrealistic (IMHO) to only have one church/stadium
192 * per town, NO MATTER the population of it.
193 * And there are 5 more bits available on flags...
195 enum TownFlags {
196 TOWN_IS_GROWING = 0, ///< Conditions for town growth are met. Grow according to Town::growth_rate.
197 TOWN_HAS_CHURCH = 1, ///< There can be only one church by town.
198 TOWN_HAS_STADIUM = 2, ///< There can be only one stadium by town.
199 TOWN_CUSTOM_GROWTH = 3, ///< Growth rate is controlled by GS.
202 CommandCost CheckforTownRating(DoCommandFlag flags, Town *t, TownRatingCheckType type);
205 TileIndexDiff GetHouseNorthPart(HouseID &house);
207 Town *CalcClosestTownFromTile(TileIndex tile, uint threshold = UINT_MAX);
209 void ResetHouses();
211 /** Town actions of a company. */
212 enum TownActions {
213 TACT_NONE = 0x00, ///< Empty action set.
215 TACT_ADVERTISE_SMALL = 0x01, ///< Small advertising campaign.
216 TACT_ADVERTISE_MEDIUM = 0x02, ///< Medium advertising campaign.
217 TACT_ADVERTISE_LARGE = 0x04, ///< Large advertising campaign.
218 TACT_ROAD_REBUILD = 0x08, ///< Rebuild the roads.
219 TACT_BUILD_STATUE = 0x10, ///< Build a statue.
220 TACT_FUND_BUILDINGS = 0x20, ///< Fund new buildings.
221 TACT_BUY_RIGHTS = 0x40, ///< Buy exclusive transport rights.
222 TACT_BRIBE = 0x80, ///< Try to bribe the council.
224 TACT_COUNT = 8, ///< Number of available town actions.
226 TACT_ADVERTISE = TACT_ADVERTISE_SMALL | TACT_ADVERTISE_MEDIUM | TACT_ADVERTISE_LARGE, ///< All possible advertising actions.
227 TACT_CONSTRUCTION = TACT_ROAD_REBUILD | TACT_BUILD_STATUE | TACT_FUND_BUILDINGS, ///< All possible construction actions.
228 TACT_FUNDS = TACT_BUY_RIGHTS | TACT_BRIBE, ///< All possible funding actions.
229 TACT_ALL = TACT_ADVERTISE | TACT_CONSTRUCTION | TACT_FUNDS, ///< All possible actions.
231 DECLARE_ENUM_AS_BIT_SET(TownActions)
233 void ClearTownHouse(Town *t, TileIndex tile);
234 void UpdateTownMaxPass(Town *t);
235 void UpdateTownRadius(Town *t);
236 CommandCost CheckIfAuthorityAllowsNewStation(TileIndex tile, DoCommandFlag flags);
237 Town *ClosestTownFromTile(TileIndex tile, uint threshold);
238 void ChangeTownRating(Town *t, int add, int max, DoCommandFlag flags);
239 HouseZonesBits GetTownRadiusGroup(const Town *t, TileIndex tile);
240 void SetTownRatingTestMode(bool mode);
241 TownActions GetMaskOfTownActions(CompanyID cid, const Town *t);
242 bool GenerateTowns(TownLayout layout);
243 const CargoSpec *FindFirstCargoWithTownAcceptanceEffect(TownAcceptanceEffect effect);
245 extern const uint8_t _town_action_costs[TACT_COUNT];
248 * Set the default name for a depot/waypoint
249 * @tparam T The type/class to make a default name for
250 * @param obj The object/instance we want to find the name for
252 template <class T>
253 void MakeDefaultName(T *obj)
255 /* We only want to set names if it hasn't been set before, or when we're calling from afterload. */
256 assert(obj->name.empty() || obj->town_cn == UINT16_MAX);
258 obj->town = ClosestTownFromTile(obj->xy, UINT_MAX);
260 /* Find first unused number belonging to this town. This can never fail,
261 * as long as there can be at most 65535 waypoints/depots in total.
263 * This does 'n * m' search, but with 32bit 'used' bitmap, it needs at
264 * most 'n * (1 + ceil(m / 32))' steps (n - number of waypoints in pool,
265 * m - number of waypoints near this town).
266 * Usually, it needs only 'n' steps.
268 * If it wasn't using 'used' and 'idx', it would just search for increasing 'next',
269 * but this way it is faster */
271 uint32_t used = 0; // bitmap of used waypoint numbers, sliding window with 'next' as base
272 uint32_t next = 0; // first number in the bitmap
273 uint32_t idx = 0; // index where we will stop
274 uint32_t cid = 0; // current index, goes to T::GetPoolSize()-1, then wraps to 0
276 do {
277 T *lobj = T::GetIfValid(cid);
279 /* check only valid waypoints... */
280 if (lobj != nullptr && obj != lobj) {
281 /* only objects within the same city and with the same type */
282 if (lobj->town == obj->town && lobj->IsOfType(obj)) {
283 /* if lobj->town_cn < next, uint will overflow to '+inf' */
284 uint i = (uint)lobj->town_cn - next;
286 if (i < 32) {
287 SetBit(used, i); // update bitmap
288 if (i == 0) {
289 /* shift bitmap while the lowest bit is '1';
290 * increase the base of the bitmap too */
291 do {
292 used >>= 1;
293 next++;
294 } while (HasBit(used, 0));
295 /* when we are at 'idx' again at end of the loop and
296 * 'next' hasn't changed, then no object had town_cn == next,
297 * so we can safely use it */
298 idx = cid;
304 cid++;
305 if (cid == T::GetPoolSize()) cid = 0; // wrap to zero...
306 } while (cid != idx);
308 obj->town_cn = (uint16_t)next; // set index...
312 * Converts original town ticks counters to plain game ticks. Note that
313 * tick 0 is a valid tick so actual amount is one more than the counter value.
315 inline uint16_t TownTicksToGameTicks(uint16_t ticks)
317 return (std::min(ticks, MAX_TOWN_GROWTH_TICKS) + 1) * Ticks::TOWN_GROWTH_TICKS - 1;
321 RoadType GetTownRoadType();
322 bool CheckTownRoadTypes();
323 std::span<const DrawBuildingsTileStruct> GetTownDrawTileData();
325 #endif /* TOWN_H */