town.h

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00001 /* $Id: town.h 18027 2009-11-09 09:59:35Z 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 "core/bitmath_func.hpp"
00017 #include "core/random_func.hpp"
00018 #include "cargo_type.h"
00019 #include "tile_type.h"
00020 #include "date_type.h"
00021 #include "town_type.h"
00022 #include "company_type.h"
00023 #include "settings_type.h"
00024 #include "strings_type.h"
00025 #include "viewport_type.h"
00026 #include "economy_type.h"
00027 #include "map_type.h"
00028 #include "command_type.h"
00029 #include "town_map.h"
00030 #include "subsidy_type.h"
00031 
00032 template <typename T>
00033 struct BuildingCounts {
00034   T id_count[HOUSE_MAX];
00035   T class_count[HOUSE_CLASS_MAX];
00036 };
00037 
00038 static const uint CUSTOM_TOWN_NUMBER_DIFFICULTY  = 4; 
00039 static const uint CUSTOM_TOWN_MAX_NUMBER = 5000;  
00040 
00041 static const uint INVALID_TOWN = 0xFFFF;
00042 
00043 typedef Pool<Town, TownID, 64, 64000> TownPool;
00044 extern TownPool _town_pool;
00045 
00046 struct Town : TownPool::PoolItem<&_town_pool> {
00047   TileIndex xy;
00048 
00049   /* Current population of people and amount of houses. */
00050   uint32 num_houses;
00051   uint32 population;
00052 
00053   /* Town name */
00054   uint32 townnamegrfid;
00055   uint16 townnametype;
00056   uint32 townnameparts;
00057   char *name;
00058 
00059   /* NOSAVE: Location of name sign, UpdateVirtCoord updates this. */
00060   ViewportSign sign;
00061 
00062   /* Makes sure we don't build certain house types twice.
00063    * bit 0 = Building funds received
00064    * bit 1 = CHURCH
00065    * bit 2 = STADIUM */
00066   byte flags;
00067 
00068   /* level of noise that all the airports are generating */
00069   uint16 noise_reached;
00070 
00071   /* Which companies have a statue? */
00072   CompanyMask statues;
00073 
00074   /* Company ratings as well as a mask that determines which companies have a rating. */
00075   CompanyMask have_ratings;
00076   uint8 unwanted[MAX_COMPANIES]; 
00077   CompanyByte exclusivity;       
00078   uint8 exclusive_counter;       
00079   int16 ratings[MAX_COMPANIES];
00080 
00081   /* Maximum amount of passengers and mail that can be transported. */
00082   uint32 max_pass;
00083   uint32 max_mail;
00084   uint32 new_max_pass;
00085   uint32 new_max_mail;
00086   uint32 act_pass;
00087   uint32 act_mail;
00088   uint32 new_act_pass;
00089   uint32 new_act_mail;
00090 
00091   /* Amount of passengers that were transported. */
00092   byte pct_pass_transported;
00093   byte pct_mail_transported;
00094 
00095   /* Amount of food and paper that was transported. Actually a bit mask would be enough. */
00096   uint16 act_food;
00097   uint16 act_water;
00098   uint16 new_act_food;
00099   uint16 new_act_water;
00100 
00101   /* Time until we rebuild a house. */
00102   uint16 time_until_rebuild;
00103 
00104   /* When to grow town next time. */
00105   uint16 grow_counter;
00106   int16 growth_rate;
00107 
00108   /* Fund buildings program in action? */
00109   byte fund_buildings_months;
00110 
00111   /* Fund road reconstruction in action? */
00112   byte road_build_months;
00113 
00114   /* If this is a larger town, and should grow more quickly. */
00115   bool larger_town;
00116   TownLayoutByte layout; 
00117 
00118   PartOfSubsidyByte part_of_subsidy; 
00119 
00120   /* NOSAVE: UpdateTownRadius updates this given the house count. */
00121   uint32 squared_town_zone_radius[HZB_END];
00122 
00123   /* NOSAVE: The number of each type of building in the town. */
00124   BuildingCounts<uint16> building_counts;
00125 
00129   Town(TileIndex tile = INVALID_TILE) : xy(tile) { }
00130 
00132   ~Town();
00133 
00134   void InitializeLayout(TownLayout layout);
00135 
00142   inline uint16 MaxTownNoise() const
00143   {
00144     if (this->population == 0) return 0; // no population? no noise
00145 
00146     return ((this->population / _settings_game.economy.town_noise_population[_settings_game.difficulty.town_council_tolerance]) + 3);
00147   }
00148 
00149   void UpdateVirtCoord();
00150 
00151   static FORCEINLINE Town *GetByTile(TileIndex tile)
00152   {
00153     return Town::Get(GetTownIndex(tile));
00154   }
00155 
00156   static Town *GetRandom();
00157   static void PostDestructor(size_t index);
00158 };
00159 
00160 uint32 GetWorldPopulation();
00161 
00162 void UpdateAllTownVirtCoords();
00163 void InitializeTown();
00164 void ShowTownViewWindow(TownID town);
00165 void ExpandTown(Town *t);
00166 
00167 enum TownRatingCheckType {
00168   ROAD_REMOVE         = 0,
00169   TUNNELBRIDGE_REMOVE = 1,
00170   TOWN_RATING_CHECK_TYPE_COUNT,
00171 };
00172 
00176 static const byte TOWN_GROWTH_FREQUENCY = 70;
00177 
00184 enum {
00185   TOWN_IS_FUNDED      = 0,   
00186   TOWN_HAS_CHURCH     = 1,   
00187   TOWN_HAS_STADIUM    = 2    
00188 };
00189 
00190 bool CheckforTownRating(DoCommandFlag flags, Town *t, TownRatingCheckType type);
00191 
00192 
00193 TileIndexDiff GetHouseNorthPart(HouseID &house);
00194 
00195 Town *CalcClosestTownFromTile(TileIndex tile, uint threshold = UINT_MAX);
00196 
00197 #define FOR_ALL_TOWNS_FROM(var, start) FOR_ALL_ITEMS_FROM(Town, town_index, var, start)
00198 #define FOR_ALL_TOWNS(var) FOR_ALL_TOWNS_FROM(var, 0)
00199 
00200 void ResetHouses();
00201 
00202 void ClearTownHouse(Town *t, TileIndex tile);
00203 void UpdateTownMaxPass(Town *t);
00204 void UpdateTownRadius(Town *t);
00205 bool CheckIfAuthorityAllowsNewStation(TileIndex tile, DoCommandFlag flags);
00206 Town *ClosestTownFromTile(TileIndex tile, uint threshold);
00207 void ChangeTownRating(Town *t, int add, int max, DoCommandFlag flags);
00208 HouseZonesBits GetTownRadiusGroup(const Town *t, TileIndex tile);
00209 void SetTownRatingTestMode(bool mode);
00210 uint GetMaskOfTownActions(int *nump, CompanyID cid, const Town *t);
00211 bool GenerateTowns(TownLayout layout);
00212 
00213 
00215 enum TownActions {
00216   TACT_NONE             = 0x00, 
00217 
00218   TACT_ADVERTISE_SMALL  = 0x01, 
00219   TACT_ADVERTISE_MEDIUM = 0x02, 
00220   TACT_ADVERTISE_LARGE  = 0x04, 
00221   TACT_ROAD_REBUILD     = 0x08, 
00222   TACT_BUILD_STATUE     = 0x10, 
00223   TACT_FOUND_BUILDINGS  = 0x20, 
00224   TACT_BUY_RIGHTS       = 0x40, 
00225   TACT_BRIBE            = 0x80, 
00226 
00227   TACT_COUNT            = 8,    
00228 
00229   TACT_ADVERTISE        = TACT_ADVERTISE_SMALL | TACT_ADVERTISE_MEDIUM | TACT_ADVERTISE_LARGE, 
00230   TACT_CONSTRUCTION     = TACT_ROAD_REBUILD | TACT_BUILD_STATUE | TACT_FOUND_BUILDINGS,        
00231   TACT_FUNDS            = TACT_BUY_RIGHTS | TACT_BRIBE,                                        
00232   TACT_ALL              = TACT_ADVERTISE | TACT_CONSTRUCTION | TACT_FUNDS,                     
00233 };
00234 DECLARE_ENUM_AS_BIT_SET(TownActions);
00235 
00236 extern const byte _town_action_costs[TACT_COUNT];
00237 extern TownID _new_town_id;
00238 
00246 static inline uint TileHash(uint x, uint y)
00247 {
00248   uint hash = x >> 4;
00249   hash ^= x >> 6;
00250   hash ^= y >> 4;
00251   hash -= y >> 6;
00252   return hash;
00253 }
00254 
00264 static inline uint TileHash2Bit(uint x, uint y)
00265 {
00266   return GB(TileHash(x, y), 0, 2);
00267 }
00268 
00269 #endif /* TOWN_H */

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