# town.h

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    00001 /* $Id: town.h 18809 2010-01-15 16:41:15Z rubidium $ */
    00002
    00003 /*
    00004  * This file is part of OpenTTD.
    00005  * 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.
    00006  * 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.
    00007  * 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/>.
    00008  */
    00009
    00012 #ifndef TOWN_H
    00013 #define TOWN_H
    00014
    00015 #include "core/pool_type.hpp"
    00016 #include "viewport_type.h"
    00017 #include "command_type.h"
    00018 #include "town_map.h"
    00019 #include "subsidy_type.h"
    00020
    00021 template <typename T>
    00022 struct BuildingCounts {
    00023   T id_count[HOUSE_MAX];
    00024   T class_count[HOUSE_CLASS_MAX];
    00025 };
    00026
    00027 static const uint CUSTOM_TOWN_NUMBER_DIFFICULTY  = 4;
    00028 static const uint CUSTOM_TOWN_MAX_NUMBER = 5000;
    00029
    00030 static const uint INVALID_TOWN = 0xFFFF;
    00031
    00032 typedef Pool<Town, TownID, 64, 64000> TownPool;
    00033 extern TownPool _town_pool;
    00034
    00035 struct Town : TownPool::PoolItem<&_town_pool> {
    00036   TileIndex xy;
    00037
    00038   /* Current population of people and amount of houses. */
    00039   uint32 num_houses;
    00040   uint32 population;
    00041
    00042   /* Town name */
    00043   uint32 townnamegrfid;
    00044   uint16 townnametype;
    00045   uint32 townnameparts;
    00046   char *name;
    00047
    00048   /* NOSAVE: Location of name sign, UpdateVirtCoord updates this. */
    00049   ViewportSign sign;
    00050
    00051   /* Makes sure we don't build certain house types twice.
    00052    * bit 0 = Building funds received
    00053    * bit 1 = CHURCH
    00054    * bit 2 = STADIUM */
    00055   byte flags;
    00056
    00057   /* level of noise that all the airports are generating */
    00058   uint16 noise_reached;
    00059
    00060   /* Which companies have a statue? */
    00061   CompanyMask statues;
    00062
    00063   /* Company ratings as well as a mask that determines which companies have a rating. */
    00064   CompanyMask have_ratings;
    00065   uint8 unwanted[MAX_COMPANIES];
    00066   CompanyByte exclusivity;
    00067   uint8 exclusive_counter;
    00068   int16 ratings[MAX_COMPANIES];
    00069
    00070   /* Maximum amount of passengers and mail that can be transported. */
    00071   uint32 max_pass;
    00072   uint32 max_mail;
    00073   uint32 new_max_pass;
    00074   uint32 new_max_mail;
    00075   uint32 act_pass;
    00076   uint32 act_mail;
    00077   uint32 new_act_pass;
    00078   uint32 new_act_mail;
    00079
    00080   /* Amount of passengers that were transported. */
    00081   byte pct_pass_transported;
    00082   byte pct_mail_transported;
    00083
    00084   /* Amount of food and paper that was transported. Actually a bit mask would be enough. */
    00085   uint16 act_food;
    00086   uint16 act_water;
    00087   uint16 new_act_food;
    00088   uint16 new_act_water;
    00089
    00090   /* Time until we rebuild a house. */
    00091   uint16 time_until_rebuild;
    00092
    00093   /* When to grow town next time. */
    00094   uint16 grow_counter;
    00095   int16 growth_rate;
    00096
    00097   /* Fund buildings program in action? */
    00098   byte fund_buildings_months;
    00099
    00100   /* Fund road reconstruction in action? */
    00101   byte road_build_months;
    00102
    00103   /* If this is a larger town, and should grow more quickly. */
    00104   bool larger_town;
    00105   TownLayoutByte layout;
    00106
    00107   PartOfSubsidyByte part_of_subsidy;
    00108
    00109   /* NOSAVE: UpdateTownRadius updates this given the house count. */
    00110   uint32 squared_town_zone_radius[HZB_END];
    00111
    00112   /* NOSAVE: The number of each type of building in the town. */
    00113   BuildingCounts<uint16> building_counts;
    00114
    00118   Town(TileIndex tile = INVALID_TILE) : xy(tile) { }
    00119
    00121   ~Town();
    00122
    00123   void InitializeLayout(TownLayout layout);
    00124
    00131   inline uint16 MaxTownNoise() const
    00132   {
    00133     if (this->population == 0) return 0; // no population? no noise
    00134
    00135     return ((this->population / _settings_game.economy.town_noise_population[_settings_game.difficulty.town_council_tolerance]) + 3);
    00136   }
    00137
    00138   void UpdateVirtCoord();
    00139
    00140   static FORCEINLINE Town *GetByTile(TileIndex tile)
    00141   {
    00142     return Town::Get(GetTownIndex(tile));
    00143   }
    00144
    00145   static Town *GetRandom();
    00146   static void PostDestructor(size_t index);
    00147 };
    00148
    00149 uint32 GetWorldPopulation();
    00150
    00151 void UpdateAllTownVirtCoords();
    00152 void InitializeTown();
    00153 void ShowTownViewWindow(TownID town);
    00154 void ExpandTown(Town *t);
    00155
    00156 enum TownRatingCheckType {
    00157   ROAD_REMOVE         = 0,
    00158   TUNNELBRIDGE_REMOVE = 1,
    00159   TOWN_RATING_CHECK_TYPE_COUNT,
    00160 };
    00161
    00165 static const byte TOWN_GROWTH_FREQUENCY = 70;
    00166
    00173 enum {
    00174   TOWN_IS_FUNDED      = 0,
    00175   TOWN_HAS_CHURCH     = 1,
    00176   TOWN_HAS_STADIUM    = 2
    00177 };
    00178
    00179 bool CheckforTownRating(DoCommandFlag flags, Town *t, TownRatingCheckType type);
    00180
    00181
    00182 TileIndexDiff GetHouseNorthPart(HouseID &house);
    00183
    00184 Town *CalcClosestTownFromTile(TileIndex tile, uint threshold = UINT_MAX);
    00185
    00186 #define FOR_ALL_TOWNS_FROM(var, start) FOR_ALL_ITEMS_FROM(Town, town_index, var, start)
    00187 #define FOR_ALL_TOWNS(var) FOR_ALL_TOWNS_FROM(var, 0)
    00188
    00189 void ResetHouses();
    00190
    00191 void ClearTownHouse(Town *t, TileIndex tile);
    00192 void UpdateTownMaxPass(Town *t);
    00193 void UpdateTownRadius(Town *t);
    00194 bool CheckIfAuthorityAllowsNewStation(TileIndex tile, DoCommandFlag flags);
    00195 Town *ClosestTownFromTile(TileIndex tile, uint threshold);
    00196 void ChangeTownRating(Town *t, int add, int max, DoCommandFlag flags);
    00197 HouseZonesBits GetTownRadiusGroup(const Town *t, TileIndex tile);
    00198 void SetTownRatingTestMode(bool mode);
    00199 uint GetMaskOfTownActions(int *nump, CompanyID cid, const Town *t);
    00200 bool GenerateTowns(TownLayout layout);
    00201
    00202
    00204 enum TownActions {
    00205   TACT_NONE             = 0x00,
    00206
    00207   TACT_ADVERTISE_SMALL  = 0x01,
    00208   TACT_ADVERTISE_MEDIUM = 0x02,
    00209   TACT_ADVERTISE_LARGE  = 0x04,
    00210   TACT_ROAD_REBUILD     = 0x08,
    00211   TACT_BUILD_STATUE     = 0x10,
    00212   TACT_FOUND_BUILDINGS  = 0x20,
    00213   TACT_BUY_RIGHTS       = 0x40,
    00214   TACT_BRIBE            = 0x80,
    00215
    00216   TACT_COUNT            = 8,
    00217
    00218   TACT_ADVERTISE        = TACT_ADVERTISE_SMALL | TACT_ADVERTISE_MEDIUM | TACT_ADVERTISE_LARGE,
    00219   TACT_CONSTRUCTION     = TACT_ROAD_REBUILD | TACT_BUILD_STATUE | TACT_FOUND_BUILDINGS,
    00220   TACT_FUNDS            = TACT_BUY_RIGHTS | TACT_BRIBE,
    00221   TACT_ALL              = TACT_ADVERTISE | TACT_CONSTRUCTION | TACT_FUNDS,
    00222 };
    00223 DECLARE_ENUM_AS_BIT_SET(TownActions);
    00224
    00225 extern const byte _town_action_costs[TACT_COUNT];
    00226 extern TownID _new_town_id;
    00227
    00235 static inline uint TileHash(uint x, uint y)
    00236 {
    00237   uint hash = x >> 4;
    00238   hash ^= x >> 6;
    00239   hash ^= y >> 4;
    00240   hash -= y >> 6;
    00241   return hash;
    00242 }
    00243
    00253 static inline uint TileHash2Bit(uint x, uint y)
    00254 {
    00255   return GB(TileHash(x, y), 0, 2);
    00256 }
    00257
    00258 #endif /* TOWN_H */