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/>.
8 /** @file town.h Base of the town class. */
13 #include "viewport_type.h"
15 #include "subsidy_type.h"
16 #include "newgrf_storage.h"
17 #include "cargotype.h"
21 struct BuildingCounts
{
22 T id_count
[NUM_HOUSES
];
23 T class_count
[HOUSE_CLASS_MAX
];
26 static const uint CUSTOM_TOWN_NUMBER_DIFFICULTY
= 4; ///< value for custom town number in difficulty settings
27 static const uint CUSTOM_TOWN_MAX_NUMBER
= 5000; ///< this is the maximum number of towns a user can specify in customisation
29 static const TownID INVALID_TOWN
= 0xFFFF;
31 static const uint TOWN_GROWTH_WINTER
= 0xFFFFFFFE; ///< The town only needs this cargo in the winter (any amount)
32 static const uint TOWN_GROWTH_DESERT
= 0xFFFFFFFF; ///< The town needs the cargo for growth when on desert (any amount)
33 static const uint16 TOWN_GROWTH_RATE_NONE
= 0xFFFF; ///< Special value for Town::growth_rate to disable town growth.
34 static const uint16 MAX_TOWN_GROWTH_TICKS
= 930; ///< Max amount of original town ticks that still fit into uint16, about equal to UINT16_MAX / TOWN_GROWTH_TICKS but slightly less to simplify calculations
36 typedef Pool
<Town
, TownID
, 64, 64000> TownPool
;
37 extern TownPool _town_pool
;
39 /** Data structure with cached data of towns. */
41 uint32 num_houses
; ///< Amount of houses
42 uint32 population
; ///< Current population of people
43 TrackedViewportSign sign
; ///< Location of name sign, UpdateVirtCoord updates this
44 PartOfSubsidy part_of_subsidy
; ///< Is this town a source/destination of a subsidy?
45 uint32 squared_town_zone_radius
[HZB_END
]; ///< UpdateTownRadius updates this given the house count
46 BuildingCounts
<uint16
> building_counts
; ///< The number of each type of building in the town
49 /** Town data structure. */
50 struct Town
: TownPool::PoolItem
<&_town_pool
> {
51 TileIndex xy
; ///< town center tile
53 TownCache cache
; ///< Container for all cacheable data.
59 std::string name
; ///< Custom town name. If empty, the town was not renamed and uses the generated name.
60 mutable std::string cached_name
; ///< NOSAVE: Cache of the resolved name of the town, if not using a custom town name
62 byte flags
; ///< See #TownFlags.
64 uint16 noise_reached
; ///< level of noise that all the airports are generating
66 CompanyMask statues
; ///< which companies have a statue?
68 /* Company ratings. */
69 CompanyMask have_ratings
; ///< which companies have a rating
70 uint8 unwanted
[MAX_COMPANIES
]; ///< how many months companies aren't wanted by towns (bribe)
71 CompanyID exclusivity
; ///< which company has exclusivity
72 uint8 exclusive_counter
; ///< months till the exclusivity expires
73 int16 ratings
[MAX_COMPANIES
]; ///< ratings of each company for this town
75 TransportedCargoStat
<uint32
> supplied
[NUM_CARGO
]; ///< Cargo statistics about supplied cargo.
76 TransportedCargoStat
<uint16
> received
[NUM_TE
]; ///< Cargo statistics about received cargotypes.
77 uint32 goal
[NUM_TE
]; ///< Amount of cargo required for the town to grow.
79 std::string text
; ///< General text with additional information.
81 inline byte
GetPercentTransported(CargoID cid
) const { return this->supplied
[cid
].old_act
* 256 / (this->supplied
[cid
].old_max
+ 1); }
83 StationList stations_near
; ///< NOSAVE: List of nearby stations.
85 uint16 time_until_rebuild
; ///< time until we rebuild a house
87 uint16 grow_counter
; ///< counter to count when to grow, value is smaller than or equal to growth_rate
88 uint16 growth_rate
; ///< town growth rate
90 byte fund_buildings_months
; ///< fund buildings program in action?
91 byte road_build_months
; ///< fund road reconstruction in action?
93 bool larger_town
; ///< if this is a larger town and should grow more quickly
94 TownLayout layout
; ///< town specific road layout
96 bool show_zone
; ///< NOSAVE: mark town to show the local authority zone in the viewports
98 std::list
<PersistentStorage
*> psa_list
;
101 * Creates a new town.
102 * @param tile center tile of the town
104 Town(TileIndex tile
= INVALID_TILE
) : xy(tile
) { }
106 /** Destroy the town. */
109 void InitializeLayout(TownLayout layout
);
112 * Calculate the max town noise.
113 * The value is counted using the population divided by the content of the
114 * entry in town_noise_population corresponding to the town's tolerance.
115 * @return the maximum noise level the town will tolerate.
117 inline uint16
MaxTownNoise() const
119 if (this->cache
.population
== 0) return 0; // no population? no noise
121 /* 3 is added (the noise of the lowest airport), so the user can at least build a small airfield. */
122 return (this->cache
.population
/ _settings_game
.economy
.town_noise_population
[_settings_game
.difficulty
.town_council_tolerance
]) + 3;
125 void UpdateVirtCoord();
127 inline const char *GetCachedName() const
129 if (!this->name
.empty()) return this->name
.c_str();
130 if (this->cached_name
.empty()) this->FillCachedName();
131 return this->cached_name
.c_str();
134 static inline Town
*GetByTile(TileIndex tile
)
136 return Town::Get(GetTownIndex(tile
));
139 static Town
*GetRandom();
140 static void PostDestructor(size_t index
);
143 void FillCachedName() const;
146 uint32
GetWorldPopulation();
148 void UpdateAllTownVirtCoords();
149 void ClearAllTownCachedNames();
150 void ShowTownViewWindow(TownID town
);
151 void ExpandTown(Town
*t
);
153 void RebuildTownKdtree();
157 * Action types that a company must ask permission for to a town authority.
158 * @see CheckforTownRating
160 enum TownRatingCheckType
{
161 ROAD_REMOVE
= 0, ///< Removal of a road owned by the town.
162 TUNNELBRIDGE_REMOVE
= 1, ///< Removal of a tunnel or bridge owned by the towb.
163 TOWN_RATING_CHECK_TYPE_COUNT
, ///< Number of town checking action types.
166 /** Special values for town list window for the data parameter of #InvalidateWindowData. */
167 enum TownDirectoryInvalidateWindowData
{
169 TDIWD_POPULATION_CHANGE
,
174 * This enum is used in conjunction with town->flags.
175 * IT simply states what bit is used for.
176 * It is pretty unrealistic (IMHO) to only have one church/stadium
177 * per town, NO MATTER the population of it.
178 * And there are 5 more bits available on flags...
181 TOWN_IS_GROWING
= 0, ///< Conditions for town growth are met. Grow according to Town::growth_rate.
182 TOWN_HAS_CHURCH
= 1, ///< There can be only one church by town.
183 TOWN_HAS_STADIUM
= 2, ///< There can be only one stadium by town.
184 TOWN_CUSTOM_GROWTH
= 3, ///< Growth rate is controlled by GS.
187 CommandCost
CheckforTownRating(DoCommandFlag flags
, Town
*t
, TownRatingCheckType type
);
190 TileIndexDiff
GetHouseNorthPart(HouseID
&house
);
192 Town
*CalcClosestTownFromTile(TileIndex tile
, uint threshold
= UINT_MAX
);
196 void ClearTownHouse(Town
*t
, TileIndex tile
);
197 void UpdateTownMaxPass(Town
*t
);
198 void UpdateTownRadius(Town
*t
);
199 CommandCost
CheckIfAuthorityAllowsNewStation(TileIndex tile
, DoCommandFlag flags
);
200 Town
*ClosestTownFromTile(TileIndex tile
, uint threshold
);
201 void ChangeTownRating(Town
*t
, int add
, int max
, DoCommandFlag flags
);
202 HouseZonesBits
GetTownRadiusGroup(const Town
*t
, TileIndex tile
);
203 void SetTownRatingTestMode(bool mode
);
204 uint
GetMaskOfTownActions(int *nump
, CompanyID cid
, const Town
*t
);
205 bool GenerateTowns(TownLayout layout
);
206 const CargoSpec
*FindFirstCargoWithTownEffect(TownEffect effect
);
208 /** Town actions of a company. */
210 TACT_NONE
= 0x00, ///< Empty action set.
212 TACT_ADVERTISE_SMALL
= 0x01, ///< Small advertising campaign.
213 TACT_ADVERTISE_MEDIUM
= 0x02, ///< Medium advertising campaign.
214 TACT_ADVERTISE_LARGE
= 0x04, ///< Large advertising campaign.
215 TACT_ROAD_REBUILD
= 0x08, ///< Rebuild the roads.
216 TACT_BUILD_STATUE
= 0x10, ///< Build a statue.
217 TACT_FUND_BUILDINGS
= 0x20, ///< Fund new buildings.
218 TACT_BUY_RIGHTS
= 0x40, ///< Buy exclusive transport rights.
219 TACT_BRIBE
= 0x80, ///< Try to bribe the council.
221 TACT_COUNT
= 8, ///< Number of available town actions.
223 TACT_ADVERTISE
= TACT_ADVERTISE_SMALL
| TACT_ADVERTISE_MEDIUM
| TACT_ADVERTISE_LARGE
, ///< All possible advertising actions.
224 TACT_CONSTRUCTION
= TACT_ROAD_REBUILD
| TACT_BUILD_STATUE
| TACT_FUND_BUILDINGS
, ///< All possible construction actions.
225 TACT_FUNDS
= TACT_BUY_RIGHTS
| TACT_BRIBE
, ///< All possible funding actions.
226 TACT_ALL
= TACT_ADVERTISE
| TACT_CONSTRUCTION
| TACT_FUNDS
, ///< All possible actions.
228 DECLARE_ENUM_AS_BIT_SET(TownActions
)
230 extern const byte _town_action_costs
[TACT_COUNT
];
231 extern TownID _new_town_id
;
234 * Set the default name for a depot/waypoint
235 * @tparam T The type/class to make a default name for
236 * @param obj The object/instance we want to find the name for
239 void MakeDefaultName(T
*obj
)
241 /* We only want to set names if it hasn't been set before, or when we're calling from afterload. */
242 assert(obj
->name
.empty() || obj
->town_cn
== UINT16_MAX
);
244 obj
->town
= ClosestTownFromTile(obj
->xy
, UINT_MAX
);
246 /* Find first unused number belonging to this town. This can never fail,
247 * as long as there can be at most 65535 waypoints/depots in total.
249 * This does 'n * m' search, but with 32bit 'used' bitmap, it needs at
250 * most 'n * (1 + ceil(m / 32))' steps (n - number of waypoints in pool,
251 * m - number of waypoints near this town).
252 * Usually, it needs only 'n' steps.
254 * If it wasn't using 'used' and 'idx', it would just search for increasing 'next',
255 * but this way it is faster */
257 uint32 used
= 0; // bitmap of used waypoint numbers, sliding window with 'next' as base
258 uint32 next
= 0; // first number in the bitmap
259 uint32 idx
= 0; // index where we will stop
260 uint32 cid
= 0; // current index, goes to T::GetPoolSize()-1, then wraps to 0
263 T
*lobj
= T::GetIfValid(cid
);
265 /* check only valid waypoints... */
266 if (lobj
!= nullptr && obj
!= lobj
) {
267 /* only objects within the same city and with the same type */
268 if (lobj
->town
== obj
->town
&& lobj
->IsOfType(obj
)) {
269 /* if lobj->town_cn < next, uint will overflow to '+inf' */
270 uint i
= (uint
)lobj
->town_cn
- next
;
273 SetBit(used
, i
); // update bitmap
275 /* shift bitmap while the lowest bit is '1';
276 * increase the base of the bitmap too */
280 } while (HasBit(used
, 0));
281 /* when we are at 'idx' again at end of the loop and
282 * 'next' hasn't changed, then no object had town_cn == next,
283 * so we can safely use it */
291 if (cid
== T::GetPoolSize()) cid
= 0; // wrap to zero...
292 } while (cid
!= idx
);
294 obj
->town_cn
= (uint16
)next
; // set index...
298 * Converts original town ticks counters to plain game ticks. Note that
299 * tick 0 is a valid tick so actual amount is one more than the counter value.
301 static inline uint16
TownTicksToGameTicks(uint16 ticks
) {
302 return (std::min(ticks
, MAX_TOWN_GROWTH_TICKS
) + 1) * TOWN_GROWTH_TICKS
- 1;
306 RoadType
GetTownRoadType(const Town
*t
);