Translations update
[openttd/fttd.git] / src / town.h
blob73a4c9e9f31b6516d34add835abc8b68616f4f9d
1 /* $Id$ */
3 /*
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/>.
8 */
10 /** @file town.h Base of the town class. */
12 #ifndef TOWN_H
13 #define TOWN_H
15 #include "viewport_type.h"
16 #include "house.h"
17 #include "subsidy_type.h"
18 #include "newgrf_storage.h"
19 #include "cargotype.h"
20 #include "tilematrix_type.hpp"
21 #include "map/tileset.h"
22 #include "townname_type.h"
23 #include <list>
25 template <typename T>
26 struct BuildingCounts {
27 T id_count[NUM_HOUSES];
28 T class_count[HOUSE_CLASS_MAX];
31 typedef TileMatrix<uint32, 4> AcceptanceMatrix;
33 static const uint CUSTOM_TOWN_NUMBER_DIFFICULTY = 4; ///< value for custom town number in difficulty settings
34 static const uint CUSTOM_TOWN_MAX_NUMBER = 5000; ///< this is the maximum number of towns a user can specify in customisation
36 static const uint INVALID_TOWN = 0xFFFF;
38 static const uint TOWN_GROWTH_WINTER = 0xFFFFFFFE; ///< The town only needs this cargo in the winter (any amount)
39 static const uint TOWN_GROWTH_DESERT = 0xFFFFFFFF; ///< The town needs the cargo for growth when on desert (any amount)
40 static const uint16 TOWN_GROW_RATE_CUSTOM = 0x8000; ///< If this mask is applied to Town::growth_rate, the grow_counter will not be calculated by the system (but assumed to be set by scripts)
41 static const uint16 TOWN_GROW_RATE_CUSTOM_NONE = 0xFFFF; ///< Special value for Town::growth_rate to disable town growth.
43 /** Data structure with cached data of towns. */
44 struct TownCache {
45 uint32 num_houses; ///< Amount of houses
46 uint32 population; ///< Current population of people
47 ViewportSign sign; ///< Location of name sign, UpdateVirtCoord updates this
48 PartOfSubsidyByte part_of_subsidy; ///< Is this town a source/destination of a subsidy?
49 uint32 squared_town_zone_radius[HZB_END]; ///< UpdateTownRadius updates this given the house count
50 BuildingCounts<uint16> building_counts; ///< The number of each type of building in the town
53 /* Forward declaration. */
54 inline TileIndex get_town_tile (const Town*);
56 /** Town data structure. */
57 struct Town : PooledItem <Town, TownID, 64, 64000>, TileSetObject <Town, get_town_tile> {
58 TileIndex xy; ///< town center tile
60 TownCache cache; ///< Container for all cacheable data.
62 /* Town name */
63 TownNameParams townnameparams;
64 uint32 townnameparts;
65 char *name; ///< Custom town name. If NULL, the town was not renamed and uses the generated name.
67 byte flags; ///< See #TownFlags.
69 uint16 noise_reached; ///< level of noise that all the airports are generating
71 CompanyMask statues; ///< which companies have a statue?
73 /* Company ratings. */
74 CompanyMask have_ratings; ///< which companies have a rating
75 uint8 unwanted[MAX_COMPANIES]; ///< how many months companies aren't wanted by towns (bribe)
76 CompanyByte exclusivity; ///< which company has exclusivity
77 uint8 exclusive_counter; ///< months till the exclusivity expires
78 int16 ratings[MAX_COMPANIES]; ///< ratings of each company for this town
80 TransportedCargoStat<uint32> supplied[NUM_CARGO]; ///< Cargo statistics about supplied cargo.
81 TransportedCargoStat<uint16> received[NUM_TE]; ///< Cargo statistics about received cargotypes.
82 uint32 goal[NUM_TE]; ///< Amount of cargo required for the town to grow.
84 char *text; ///< General text with additional information.
86 inline byte GetPercentTransported(CargoID cid) const { return this->supplied[cid].old_act * 256 / (this->supplied[cid].old_max + 1); }
88 /* Cargo production and acceptance stats. */
89 uint32 cargo_produced; ///< Bitmap of all cargoes produced by houses in this town.
90 AcceptanceMatrix cargo_accepted; ///< Bitmap of cargoes accepted by houses for each 4*4 map square of the town.
91 uint32 cargo_accepted_total; ///< NOSAVE: Bitmap of all cargoes accepted by houses in this town.
93 uint16 time_until_rebuild; ///< time until we rebuild a house
95 uint16 grow_counter; ///< counter to count when to grow, value is smaller than or equal to growth_rate
96 uint16 growth_rate; ///< town growth rate
98 byte fund_buildings_months; ///< fund buildings program in action?
99 byte road_build_months; ///< fund road reconstruction in action?
101 bool larger_town; ///< if this is a larger town and should grow more quickly
102 TownLayoutByte layout; ///< town specific road layout
104 std::list<PersistentStorage *> psa_list;
106 Town (TileIndex tile, uint32 townnameparts, bool city, TownLayout layout);
109 * Creates an unplaced town (during game loading)
111 Town() : xy(INVALID_TILE) { }
113 /** Destroy the town. */
114 ~Town();
117 * Calculate the max town noise.
118 * The value is counted using the population divided by the content of the
119 * entry in town_noise_population corresponding to the town's tolerance.
120 * @return the maximum noise level the town will tolerate.
122 inline uint16 MaxTownNoise() const
124 if (this->cache.population == 0) return 0; // no population? no noise
126 /* 3 is added (the noise of the lowest airport), so the user can at least build a small airfield. */
127 return (this->cache.population / _settings_game.economy.town_noise_population[_settings_game.difficulty.town_council_tolerance]) + 3;
130 void UpdateVirtCoord();
132 static inline Town *GetByTile(TileIndex tile)
134 return Town::Get(GetTownIndex(tile));
137 static Town *GetRandom();
138 static void PostDestructor(size_t index);
141 /** Get the tile where a town is located. */
142 inline TileIndex get_town_tile (const Town *t)
144 return t->xy;
147 uint32 GetWorldPopulation();
149 void UpdateAllTownVirtCoords();
150 void ShowTownViewWindow(TownID town);
151 void ExpandTown(Town *t);
154 * Action types that a company must ask permission for to a town authority.
155 * @see CheckforTownRating
157 enum TownRatingCheckType {
158 ROAD_REMOVE = 0, ///< Removal of a road owned by the town.
159 TUNNELBRIDGE_REMOVE = 1, ///< Removal of a tunnel or bridge owned by the towb.
160 TOWN_RATING_CHECK_TYPE_COUNT, ///< Number of town checking action types.
164 * This enum is used in conjunction with town->flags.
165 * IT simply states what bit is used for.
166 * It is pretty unrealistic (IMHO) to only have one church/stadium
167 * per town, NO MATTER the population of it.
168 * And there are 5 more bits available on flags...
170 enum TownFlags {
171 TOWN_IS_GROWING = 0, ///< Conditions for town growth are met. Grow according to Town::growth_rate.
172 TOWN_HAS_CHURCH = 1, ///< There can be only one church by town.
173 TOWN_HAS_STADIUM = 2, ///< There can be only one stadium by town.
176 CommandCost CheckforTownRating(DoCommandFlag flags, Town *t, TownRatingCheckType type);
179 TileIndexDiff GetHouseNorthPart(HouseID &house);
181 Town *CalcClosestTownFromTile(TileIndex tile);
183 static inline TownID CalcClosestTownIDFromTile(TileIndex tile)
185 const Town *town = CalcClosestTownFromTile(tile);
186 return (town != NULL) ? town->index : (TownID)INVALID_TOWN;
189 #define FOR_ALL_TOWNS_FROM(var, start) FOR_ALL_ITEMS_FROM(Town, town_index, var, start)
190 #define FOR_ALL_TOWNS(var) FOR_ALL_TOWNS_FROM(var, 0)
192 void ResetHouses();
194 void ClearTownHouse(Town *t, TileIndex tile);
195 void UpdateTownMaxPass(Town *t);
196 void UpdateTownRadius(Town *t);
197 void UpdateTownCargoes(Town *t);
198 void UpdateTownCargoTotal(Town *t);
199 void UpdateTownCargoBitmap();
200 CommandCost CheckIfAuthorityAllowsNewStation(TileIndex tile, DoCommandFlag flags);
201 Town *ClosestTownFromTile(TileIndex tile, uint threshold = UINT_MAX);
203 static inline Town *LocalAuthorityTownFromTile (TileIndex tile)
205 return ClosestTownFromTile (tile, _settings_game.economy.dist_local_authority);
208 void ChangeTownRating(Town *t, int add, int max, DoCommandFlag flags);
209 HouseZonesBits GetTownRadiusGroup(const Town *t, TileIndex tile);
210 void SetTownRatingTestMode(bool mode);
211 uint GetMaskOfTownActions(int *nump, CompanyID cid, const Town *t);
212 bool GenerateTowns(TownLayout layout);
213 const CargoSpec *FindFirstCargoWithTownEffect(TownEffect effect);
215 StringID IsNewTownHouseAllowed (const Town *t, HouseID house);
216 void DoBuildHouse (Town *t, TileIndex tile, HouseID house, byte random_bits);
217 void ShowBuildHousePicker (void);
220 /** Town actions of a company. */
221 enum TownActions {
222 TACT_NONE = 0x00, ///< Empty action set.
224 TACT_ADVERTISE_SMALL = 0x01, ///< Small advertising campaign.
225 TACT_ADVERTISE_MEDIUM = 0x02, ///< Medium advertising campaign.
226 TACT_ADVERTISE_LARGE = 0x04, ///< Large advertising campaign.
227 TACT_ROAD_REBUILD = 0x08, ///< Rebuild the roads.
228 TACT_BUILD_STATUE = 0x10, ///< Build a statue.
229 TACT_FUND_BUILDINGS = 0x20, ///< Fund new buildings.
230 TACT_BUY_RIGHTS = 0x40, ///< Buy exclusive transport rights.
231 TACT_BRIBE = 0x80, ///< Try to bribe the council.
233 TACT_COUNT = 8, ///< Number of available town actions.
235 TACT_ADVERTISE = TACT_ADVERTISE_SMALL | TACT_ADVERTISE_MEDIUM | TACT_ADVERTISE_LARGE, ///< All possible advertising actions.
236 TACT_CONSTRUCTION = TACT_ROAD_REBUILD | TACT_BUILD_STATUE | TACT_FUND_BUILDINGS, ///< All possible construction actions.
237 TACT_FUNDS = TACT_BUY_RIGHTS | TACT_BRIBE, ///< All possible funding actions.
238 TACT_ALL = TACT_ADVERTISE | TACT_CONSTRUCTION | TACT_FUNDS, ///< All possible actions.
240 DECLARE_ENUM_AS_BIT_SET(TownActions)
242 extern const byte _town_action_costs[TACT_COUNT];
243 extern TownID _new_town_id;
246 * Set the default name for a depot/waypoint
247 * @tparam T The type/class to make a default name for
248 * @param obj The object/instance we want to find the name for
250 template <class T>
251 void MakeDefaultName(T *obj)
253 /* We only want to set names if it hasn't been set before, or when we're calling from afterload. */
254 assert(obj->name == NULL || obj->town_cn == UINT16_MAX);
256 obj->town = ClosestTownFromTile(obj->xy);
258 /* Find first unused number belonging to this town. This can never fail,
259 * as long as there can be at most 65535 waypoints/depots in total.
261 * This does 'n * m' search, but with 32bit 'used' bitmap, it needs at
262 * most 'n * (1 + ceil(m / 32))' steps (n - number of waypoints in pool,
263 * m - number of waypoints near this town).
264 * Usually, it needs only 'n' steps.
266 * If it wasn't using 'used' and 'idx', it would just search for increasing 'next',
267 * but this way it is faster */
269 uint32 used = 0; // bitmap of used waypoint numbers, sliding window with 'next' as base
270 uint32 next = 0; // first number in the bitmap
271 uint32 idx = 0; // index where we will stop
272 uint32 cid = 0; // current index, goes to T::GetPoolSize()-1, then wraps to 0
274 do {
275 T *lobj = T::GetIfValid(cid);
277 /* check only valid objects, within the same city and of the same type */
278 if (lobj != NULL && lobj->town == obj->town && lobj->IsOfType(obj) && obj != lobj) {
279 /* if lobj->town_cn < next, uint will overflow to '+inf' */
280 uint i = (uint)lobj->town_cn - next;
282 if (i == 0) {
283 /* shift bitmap while the lowest bit is '1';
284 * increase the base of the bitmap too */
285 do {
286 used >>= 1;
287 next++;
288 } while (HasBit(used, 0));
289 /* when we are at 'idx' again at end of the loop and
290 * 'next' hasn't changed, then no object had town_cn == next,
291 * so we can safely use it */
292 idx = cid;
293 } else if (i < 32) {
294 SetBit(used, i); // update bitmap
298 cid++;
299 if (cid == T::GetPoolSize()) cid = 0; // wrap to zero...
300 } while (cid != idx);
302 obj->town_cn = (uint16)next; // set index...
305 extern uint32 _town_cargoes_accepted;
307 #endif /* TOWN_H */