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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.
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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"
14 #include "timer/timer_game_tick.h"
16 #include "subsidy_type.h"
17 #include "newgrf_storage.h"
18 #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_t TOWN_GROWTH_RATE_NONE
= 0xFFFF; ///< Special value for Town::growth_rate to disable town growth.
34 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
36 typedef Pool
<Town
, TownID
, 64, 64000> TownPool
;
37 extern TownPool _town_pool
;
39 /** Data structure with cached data of towns. */
41 uint32_t num_houses
; ///< Amount of houses
42 uint32_t 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_t squared_town_zone_radius
[HZB_END
]; ///< UpdateTownRadius updates this given the house count
46 BuildingCounts
<uint16_t> 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.
56 uint32_t townnamegrfid
;
57 uint16_t townnametype
;
58 uint32_t townnameparts
;
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_t 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_t unwanted
[MAX_COMPANIES
]; ///< how many months companies aren't wanted by towns (bribe)
71 CompanyID exclusivity
; ///< which company has exclusivity
72 uint8_t exclusive_counter
; ///< months till the exclusivity expires
73 int16_t ratings
[MAX_COMPANIES
]; ///< ratings of each company for this town
75 TransportedCargoStat
<uint32_t> supplied
[NUM_CARGO
]; ///< Cargo statistics about supplied cargo.
76 TransportedCargoStat
<uint16_t> received
[NUM_TAE
]; ///< Cargo statistics about received cargotypes.
77 uint32_t goal
[NUM_TAE
]; ///< 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
83 if (!IsValidCargoID(cid
)) return 0;
84 return this->supplied
[cid
].old_act
* 256 / (this->supplied
[cid
].old_max
+ 1);
87 StationList stations_near
; ///< NOSAVE: List of nearby stations.
89 uint16_t time_until_rebuild
; ///< time until we rebuild a house
91 uint16_t grow_counter
; ///< counter to count when to grow, value is smaller than or equal to growth_rate
92 uint16_t growth_rate
; ///< town growth rate
94 byte fund_buildings_months
; ///< fund buildings program in action?
95 byte road_build_months
; ///< fund road reconstruction in action?
97 bool larger_town
; ///< if this is a larger town and should grow more quickly
98 TownLayout layout
; ///< town specific road layout
100 bool show_zone
; ///< NOSAVE: mark town to show the local authority zone in the viewports
102 std::list
<PersistentStorage
*> psa_list
;
105 * Creates a new town.
106 * @param tile center tile of the town
108 Town(TileIndex tile
= INVALID_TILE
) : xy(tile
) { }
110 /** Destroy the town. */
113 void InitializeLayout(TownLayout layout
);
116 * Calculate the max town noise.
117 * The value is counted using the population divided by the content of the
118 * entry in town_noise_population corresponding to the town's tolerance.
119 * @return the maximum noise level the town will tolerate.
121 inline uint16_t MaxTownNoise() const
123 if (this->cache
.population
== 0) return 0; // no population? no noise
125 /* 3 is added (the noise of the lowest airport), so the user can at least build a small airfield. */
126 return ClampTo
<uint16_t>((this->cache
.population
/ _settings_game
.economy
.town_noise_population
[_settings_game
.difficulty
.town_council_tolerance
]) + 3);
129 void UpdateVirtCoord();
131 inline const std::string
&GetCachedName() const
133 if (!this->name
.empty()) return this->name
;
134 if (this->cached_name
.empty()) this->FillCachedName();
135 return this->cached_name
;
138 static inline Town
*GetByTile(TileIndex tile
)
140 return Town::Get(GetTownIndex(tile
));
143 static Town
*GetRandom();
144 static void PostDestructor(size_t index
);
147 void FillCachedName() const;
150 uint32_t GetWorldPopulation();
152 void UpdateAllTownVirtCoords();
153 void ClearAllTownCachedNames();
154 void ShowTownViewWindow(TownID town
);
155 void ExpandTown(Town
*t
);
157 void RebuildTownKdtree();
159 /** Settings for town council attitudes. */
160 enum TownCouncilAttitudes
{
161 TOWN_COUNCIL_LENIENT
= 0,
162 TOWN_COUNCIL_TOLERANT
= 1,
163 TOWN_COUNCIL_HOSTILE
= 2,
164 TOWN_COUNCIL_PERMISSIVE
= 3,
168 * Action types that a company must ask permission for to a town authority.
169 * @see CheckforTownRating
171 enum TownRatingCheckType
{
172 ROAD_REMOVE
= 0, ///< Removal of a road owned by the town.
173 TUNNELBRIDGE_REMOVE
= 1, ///< Removal of a tunnel or bridge owned by the towb.
174 TOWN_RATING_CHECK_TYPE_COUNT
, ///< Number of town checking action types.
177 /** Special values for town list window for the data parameter of #InvalidateWindowData. */
178 enum TownDirectoryInvalidateWindowData
{
180 TDIWD_POPULATION_CHANGE
,
185 * This enum is used in conjunction with town->flags.
186 * IT simply states what bit is used for.
187 * It is pretty unrealistic (IMHO) to only have one church/stadium
188 * per town, NO MATTER the population of it.
189 * And there are 5 more bits available on flags...
192 TOWN_IS_GROWING
= 0, ///< Conditions for town growth are met. Grow according to Town::growth_rate.
193 TOWN_HAS_CHURCH
= 1, ///< There can be only one church by town.
194 TOWN_HAS_STADIUM
= 2, ///< There can be only one stadium by town.
195 TOWN_CUSTOM_GROWTH
= 3, ///< Growth rate is controlled by GS.
198 CommandCost
CheckforTownRating(DoCommandFlag flags
, Town
*t
, TownRatingCheckType type
);
201 TileIndexDiff
GetHouseNorthPart(HouseID
&house
);
203 Town
*CalcClosestTownFromTile(TileIndex tile
, uint threshold
= UINT_MAX
);
207 /** Town actions of a company. */
209 TACT_NONE
= 0x00, ///< Empty action set.
211 TACT_ADVERTISE_SMALL
= 0x01, ///< Small advertising campaign.
212 TACT_ADVERTISE_MEDIUM
= 0x02, ///< Medium advertising campaign.
213 TACT_ADVERTISE_LARGE
= 0x04, ///< Large advertising campaign.
214 TACT_ROAD_REBUILD
= 0x08, ///< Rebuild the roads.
215 TACT_BUILD_STATUE
= 0x10, ///< Build a statue.
216 TACT_FUND_BUILDINGS
= 0x20, ///< Fund new buildings.
217 TACT_BUY_RIGHTS
= 0x40, ///< Buy exclusive transport rights.
218 TACT_BRIBE
= 0x80, ///< Try to bribe the council.
220 TACT_COUNT
= 8, ///< Number of available town actions.
222 TACT_ADVERTISE
= TACT_ADVERTISE_SMALL
| TACT_ADVERTISE_MEDIUM
| TACT_ADVERTISE_LARGE
, ///< All possible advertising actions.
223 TACT_CONSTRUCTION
= TACT_ROAD_REBUILD
| TACT_BUILD_STATUE
| TACT_FUND_BUILDINGS
, ///< All possible construction actions.
224 TACT_FUNDS
= TACT_BUY_RIGHTS
| TACT_BRIBE
, ///< All possible funding actions.
225 TACT_ALL
= TACT_ADVERTISE
| TACT_CONSTRUCTION
| TACT_FUNDS
, ///< All possible actions.
227 DECLARE_ENUM_AS_BIT_SET(TownActions
)
229 void ClearTownHouse(Town
*t
, TileIndex tile
);
230 void UpdateTownMaxPass(Town
*t
);
231 void UpdateTownRadius(Town
*t
);
232 CommandCost
CheckIfAuthorityAllowsNewStation(TileIndex tile
, DoCommandFlag flags
);
233 Town
*ClosestTownFromTile(TileIndex tile
, uint threshold
);
234 void ChangeTownRating(Town
*t
, int add
, int max
, DoCommandFlag flags
);
235 HouseZonesBits
GetTownRadiusGroup(const Town
*t
, TileIndex tile
);
236 void SetTownRatingTestMode(bool mode
);
237 TownActions
GetMaskOfTownActions(CompanyID cid
, const Town
*t
);
238 bool GenerateTowns(TownLayout layout
);
239 const CargoSpec
*FindFirstCargoWithTownAcceptanceEffect(TownAcceptanceEffect effect
);
241 extern const byte _town_action_costs
[TACT_COUNT
];
244 * Set the default name for a depot/waypoint
245 * @tparam T The type/class to make a default name for
246 * @param obj The object/instance we want to find the name for
249 void MakeDefaultName(T
*obj
)
251 /* We only want to set names if it hasn't been set before, or when we're calling from afterload. */
252 assert(obj
->name
.empty() || obj
->town_cn
== UINT16_MAX
);
254 obj
->town
= ClosestTownFromTile(obj
->xy
, UINT_MAX
);
256 /* Find first unused number belonging to this town. This can never fail,
257 * as long as there can be at most 65535 waypoints/depots in total.
259 * This does 'n * m' search, but with 32bit 'used' bitmap, it needs at
260 * most 'n * (1 + ceil(m / 32))' steps (n - number of waypoints in pool,
261 * m - number of waypoints near this town).
262 * Usually, it needs only 'n' steps.
264 * If it wasn't using 'used' and 'idx', it would just search for increasing 'next',
265 * but this way it is faster */
267 uint32_t used
= 0; // bitmap of used waypoint numbers, sliding window with 'next' as base
268 uint32_t next
= 0; // first number in the bitmap
269 uint32_t idx
= 0; // index where we will stop
270 uint32_t cid
= 0; // current index, goes to T::GetPoolSize()-1, then wraps to 0
273 T
*lobj
= T::GetIfValid(cid
);
275 /* check only valid waypoints... */
276 if (lobj
!= nullptr && obj
!= lobj
) {
277 /* only objects within the same city and with the same type */
278 if (lobj
->town
== obj
->town
&& lobj
->IsOfType(obj
)) {
279 /* if lobj->town_cn < next, uint will overflow to '+inf' */
280 uint i
= (uint
)lobj
->town_cn
- next
;
283 SetBit(used
, i
); // update bitmap
285 /* shift bitmap while the lowest bit is '1';
286 * increase the base of the bitmap too */
290 } while (HasBit(used
, 0));
291 /* when we are at 'idx' again at end of the loop and
292 * 'next' hasn't changed, then no object had town_cn == next,
293 * so we can safely use it */
301 if (cid
== T::GetPoolSize()) cid
= 0; // wrap to zero...
302 } while (cid
!= idx
);
304 obj
->town_cn
= (uint16_t)next
; // set index...
308 * Converts original town ticks counters to plain game ticks. Note that
309 * tick 0 is a valid tick so actual amount is one more than the counter value.
311 inline uint16_t TownTicksToGameTicks(uint16_t ticks
)
313 return (std::min(ticks
, MAX_TOWN_GROWTH_TICKS
) + 1) * Ticks::TOWN_GROWTH_TICKS
- 1;
317 RoadType
GetTownRoadType();