4 * This file is part of OpenTTD.
5 * 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.
6 * 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.
7 * 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/>.
10 /** @file town.h Base of the town class. */
15 #include "viewport_type.h"
17 #include "subsidy_type.h"
18 #include "newgrf_storage.h"
19 #include "cargotype.h"
20 #include "tilematrix_type.hpp"
22 #include "table/strings.h"
23 #include "company_func.h"
27 struct BuildingCounts
{
28 T id_count
[NUM_HOUSES
];
29 T class_count
[HOUSE_CLASS_MAX
];
32 typedef TileMatrix
<uint32
, 4> AcceptanceMatrix
;
34 static const uint CUSTOM_TOWN_NUMBER_DIFFICULTY
= 4; //!< value for custom town number in difficulty settings
35 static const uint CUSTOM_TOWN_MAX_NUMBER
= 5000; //!< this is the maximum number of towns a user can specify in customisation
37 static const uint INVALID_TOWN
= 0xFFFF;
39 static const uint TOWN_GROWTH_WINTER
= 0xFFFFFFFE; //!< The town only needs this cargo in the winter (any amount)
40 static const uint TOWN_GROWTH_DESERT
= 0xFFFFFFFF; //!< The town needs the cargo for growth when on desert (any amount)
41 static const Ticks TOWN_GROWTH_RATE_NONE
= INVALID_TICKS
; //!< Special value for Town::growth_rate to disable town growth.
43 typedef Pool
<Town
, TownID
, 64, 64000> TownPool
;
44 extern TownPool _town_pool
;
47 * Action types that a company must ask permission for to a town authority.
48 * @see CheckforTownRating
50 enum TownRatingCheckType
52 ROAD_REMOVE
= 0, ///< Removal of a road owned by the town.
53 TUNNELBRIDGE_REMOVE
= 1, ///< Removal of a tunnel or bridge owned by the towb.
54 TOWN_RATING_CHECK_TYPE_COUNT
, ///< Number of town checking action types.
58 * This enum is used in conjunction with town->flags.
59 * IT simply states what bit is used for.
60 * It is pretty unrealistic (IMHO) to only have one church/stadium
61 * per town, NO MATTER the population of it.
62 * And there are 5 more bits available on flags...
66 TOWN_IS_GROWING
= 0, ///< Conditions for town growth are met. Grow according to Town::growth_rate.
67 TOWN_HAS_CHURCH
= 1, ///< There can be only one church by town.
68 TOWN_HAS_STADIUM
= 2, ///< There can be only one stadium by town.
69 TOWN_CUSTOM_GROWTH
= 3, ///< Growth rate is controlled by GS.
72 /** Data structure with cached data of towns. */
74 uint32 num_houses
; ///< Amount of houses
75 uint32 population
; ///< Current population of people
76 ViewportSign sign
; ///< Location of name sign, UpdateVirtCoord updates this
77 PartOfSubsidyByte part_of_subsidy
; ///< Is this town a source/destination of a subsidy?
78 uint32 squared_town_zone_radius
[HZB_END
]; ///< UpdateTownRadius updates this given the house count
79 BuildingCounts
<uint16
> building_counts
; ///< The number of each type of building in the town
82 /** Town data structure. */
83 struct Town
: TownPool::PoolItem
<&_town_pool
> {
84 TileIndex xy
; ///< town center tile
86 TownCache cache
; ///< Container for all cacheable data.
92 char *name
; ///< Custom town name. If nullptr, the town was not renamed and uses the generated name.
94 byte flags
; ///< See #TownFlags.
96 uint16 noise_reached
; ///< level of noise that all the airports are generating
98 CompanyMask statues
; ///< which companies have a statue?
100 /* Company ratings. */
101 CompanyMask have_ratings
; ///< which companies have a rating
102 uint8 unwanted
[MAX_COMPANIES
]; ///< how many months companies aren't wanted by towns (bribe)
103 CompanyByte exclusivity
; ///< which company has exclusivity
104 uint8 exclusive_counter
; ///< months till the exclusivity expires
105 int16 ratings
[MAX_COMPANIES
]; ///< ratings of each company for this town
106 StringID town_label
; ///< Label dependent on _local_company rating.
108 TransportedCargoStat
<uint32
> supplied
[NUM_CARGO
]; ///< Cargo statistics about supplied cargo.
109 TransportedCargoStat
<uint16
> received
[NUM_TE
]; ///< Cargo statistics about received cargotypes.
110 uint32 goal
[NUM_TE
]; ///< Amount of cargo required for the town to grow.
112 char *text
; ///< General text with additional information.
114 inline byte
GetPercentTransported(CargoID cid
) const { return this->supplied
[cid
].old_act
* 256 / (this->supplied
[cid
].old_max
+ 1); }
116 /* Cargo production and acceptance stats. */
117 uint32 cargo_produced
; ///< Bitmap of all cargoes produced by houses in this town.
118 AcceptanceMatrix cargo_accepted
; ///< Bitmap of cargoes accepted by houses for each 4*4 map square of the town.
119 uint32 cargo_accepted_total
; ///< NOSAVE: Bitmap of all cargoes accepted by houses in this town.
121 int32 time_until_rebuild
; ///< date at which we we rebuild a house
123 Ticks grow_counter
; ///< counter to count when to grow, value is smaller than or equal to growth_rate
124 Ticks growth_rate
; ///< town growth rate
126 byte fund_buildings_months
; ///< fund buildings program in action?
127 byte road_build_months
; ///< fund road reconstruction in action?
129 bool larger_town
; ///< if this is a larger town and should grow more quickly
130 TownLayoutByte layout
; ///< town specific road layout
132 std::list
<PersistentStorage
*> psa_list
;
135 * Creates a new town.
136 * @param tile center tile of the town
138 Town(TileIndex tile
= INVALID_TILE
) : xy(tile
) { }
140 /** Destroy the town. */
143 void InitializeLayout(TownLayout layout
);
148 * Returns the correct town label, based on rating.
150 inline StringID
Label() const{
151 if (!(_game_mode
== GM_EDITOR
) && (_local_company
< MAX_COMPANIES
)) {
152 return STR_VIEWPORT_TOWN_POP_VERY_POOR_RATING
+ this->town_label
;
154 return _settings_client
.gui
.population_in_label
? STR_VIEWPORT_TOWN_POP
: STR_VIEWPORT_TOWN
;
159 * Returns the correct town small label, based on rating.
161 inline StringID
SmallLabel() const{
162 if (!(_game_mode
== GM_EDITOR
) && (_local_company
< MAX_COMPANIES
)) {
163 return STR_VIEWPORT_TOWN_TINY_VERY_POOR_RATING
+ this->town_label
;
165 return STR_VIEWPORT_TOWN_TINY_WHITE
;
170 * Calculate the max town noise.
171 * The value is counted using the population divided by the content of the
172 * entry in town_noise_population corresponding to the town's tolerance.
173 * @return the maximum noise level the town will tolerate.
175 inline uint16
MaxTownNoise() const
177 if (this->cache
.population
== 0) return 0; // no population? no noise
179 /* 3 is added (the noise of the lowest airport), so the user can at least build a small airfield. */
180 return (this->cache
.population
/ _settings_game
.economy
.town_noise_population
[_settings_game
.difficulty
.town_council_tolerance
]) + 3;
183 void UpdateVirtCoord();
185 static inline Town
*GetByTile(TileIndex tile
)
187 return Town::Get(GetTownIndex(tile
));
190 static Town
*GetRandom();
192 bool IsGrowing() const
194 return HasBit(this->flags
, TOWN_IS_GROWING
);
197 int32
GetGrowthRateInDays() const
199 return IsGrowing() ? RoundDivSU(this->growth_rate
+ 1, DAY_TICKS
) : 0;
202 static void PostDestructor(size_t index
);
205 uint32
GetWorldPopulation();
207 void UpdateAllTownVirtCoords();
208 void ShowTownViewWindow(TownID town
);
209 void ExpandTown(Town
*t
);
211 CommandCost
CheckforTownRating(DoCommandFlag flags
, Town
*t
, TownRatingCheckType type
);
214 TileIndexDiff
GetHouseNorthPart(HouseID
&house
);
216 Town
*CalcClosestTownFromTile(TileIndex tile
, uint threshold
= UINT_MAX
);
218 #define FOR_ALL_TOWNS_FROM(var, start) FOR_ALL_ITEMS_FROM(Town, town_index, var, start)
219 #define FOR_ALL_TOWNS(var) FOR_ALL_TOWNS_FROM(var, 0)
223 void ClearTownHouse(Town
*t
, TileIndex tile
);
224 void UpdateTownMaxPass(Town
*t
);
225 void UpdateTownRadius(Town
*t
);
226 void UpdateTownCargoes(Town
*t
);
227 void UpdateTownCargoTotal(Town
*t
);
228 void UpdateTownCargoBitmap();
229 CommandCost
CheckIfAuthorityAllowsNewStation(TileIndex tile
, DoCommandFlag flags
);
230 Town
*ClosestTownFromTile(TileIndex tile
, uint threshold
);
231 void ChangeTownRating(Town
*t
, int add
, int max
, DoCommandFlag flags
);
232 HouseZonesBits
GetTownRadiusGroup(const Town
*t
, TileIndex tile
);
233 void SetTownRatingTestMode(bool mode
);
234 uint
GetMaskOfTownActions(int *nump
, CompanyID cid
, const Town
*t
);
235 bool GenerateTowns(TownLayout layout
);
236 const CargoSpec
*FindFirstCargoWithTownEffect(TownEffect effect
);
238 /** Town actions of a company. */
240 TACT_NONE
= 0x00, ///< Empty action set.
242 TACT_ADVERTISE_SMALL
= 0x01, ///< Small advertising campaign.
243 TACT_ADVERTISE_MEDIUM
= 0x02, ///< Medium advertising campaign.
244 TACT_ADVERTISE_LARGE
= 0x04, ///< Large advertising campaign.
245 TACT_ROAD_REBUILD
= 0x08, ///< Rebuild the roads.
246 TACT_BUILD_STATUE
= 0x10, ///< Build a statue.
247 TACT_FUND_BUILDINGS
= 0x20, ///< Fund new buildings.
248 TACT_BUY_RIGHTS
= 0x40, ///< Buy exclusive transport rights.
249 TACT_BRIBE
= 0x80, ///< Try to bribe the council.
251 TACT_COUNT
= 8, ///< Number of available town actions.
253 TACT_ADVERTISE
= TACT_ADVERTISE_SMALL
| TACT_ADVERTISE_MEDIUM
| TACT_ADVERTISE_LARGE
, ///< All possible advertising actions.
254 TACT_CONSTRUCTION
= TACT_ROAD_REBUILD
| TACT_BUILD_STATUE
| TACT_FUND_BUILDINGS
, ///< All possible construction actions.
255 TACT_FUNDS
= TACT_BUY_RIGHTS
| TACT_BRIBE
, ///< All possible funding actions.
256 TACT_ALL
= TACT_ADVERTISE
| TACT_CONSTRUCTION
| TACT_FUNDS
, ///< All possible actions.
258 DECLARE_ENUM_AS_BIT_SET(TownActions
)
260 extern const byte _town_action_costs
[TACT_COUNT
];
261 extern TownID _new_town_id
;
264 * Set the default name for a depot/waypoint
265 * @tparam T The type/class to make a default name for
266 * @param obj The object/instance we want to find the name for
269 void MakeDefaultName(T
*obj
)
271 /* We only want to set names if it hasn't been set before, or when we're calling from afterload. */
272 assert(obj
->name
== nullptr || obj
->town_cn
== UINT16_MAX
);
274 obj
->town
= ClosestTownFromTile(obj
->xy
, UINT_MAX
);
276 /* Find first unused number belonging to this town. This can never fail,
277 * as long as there can be at most 65535 waypoints/depots in total.
279 * This does 'n * m' search, but with 32bit 'used' bitmap, it needs at
280 * most 'n * (1 + ceil(m / 32))' steps (n - number of waypoints in pool,
281 * m - number of waypoints near this town).
282 * Usually, it needs only 'n' steps.
284 * If it wasn't using 'used' and 'idx', it would just search for increasing 'next',
285 * but this way it is faster */
287 uint32 used
= 0; // bitmap of used waypoint numbers, sliding window with 'next' as base
288 uint32 next
= 0; // first number in the bitmap
289 uint32 idx
= 0; // index where we will stop
290 uint32 cid
= 0; // current index, goes to T::GetPoolSize()-1, then wraps to 0
293 T
*lobj
= T::GetIfValid(cid
);
295 /* check only valid waypoints... */
296 if (lobj
!= nullptr && obj
!= lobj
) {
297 /* only objects within the same city and with the same type */
298 if (lobj
->town
== obj
->town
&& lobj
->IsOfType(obj
)) {
299 /* if lobj->town_cn < next, uint will overflow to '+inf' */
300 uint i
= (uint
)lobj
->town_cn
- next
;
303 SetBit(used
, i
); // update bitmap
305 /* shift bitmap while the lowest bit is '1';
306 * increase the base of the bitmap too */
310 } while (HasBit(used
, 0));
311 /* when we are at 'idx' again at end of the loop and
312 * 'next' hasn't changed, then no object had town_cn == next,
313 * so we can safely use it */
321 if (cid
== T::GetPoolSize()) cid
= 0; // wrap to zero...
322 } while (cid
!= idx
);
324 obj
->town_cn
= (uint16
)next
; // set index...
328 * Converts original town ticks counters to plain game ticks. Note that
329 * tick 0 is a valid tick so actual amount is one more than the counter value.
331 static inline Ticks
TownTicksToGameTicks(Ticks ticks
) {
332 return (ticks
+ 1) * TOWN_GROWTH_TICKS
- 1;
336 extern uint32 _town_cargoes_accepted
;