town.h File Reference

Base of the town class. More...

#include "oldpool.h"
#include "core/bitmath_func.hpp"
#include "core/random_func.hpp"
#include "cargo_type.h"
#include "tile_type.h"
#include "date_type.h"
#include "town_type.h"
#include "company_type.h"
#include "settings_type.h"
#include "strings_type.h"
#include "viewport_type.h"
#include "economy_type.h"
#include "map_type.h"
#include "command_type.h"

Go to the source code of this file.

Data Structures

struct  BuildingCounts< T >
struct  Town
struct  HouseSpec

Defines

#define FOR_ALL_TOWNS_FROM(t, start)   for (t = GetTown(start); t != NULL; t = (t->index + 1U < GetTownPoolSize()) ? GetTown(t->index + 1U) : NULL) if (t->IsValid())
#define FOR_ALL_TOWNS(t)   FOR_ALL_TOWNS_FROM(t, 0)

Enumerations

enum  {
  HOUSE_NO_CLASS = 0, NEW_HOUSE_OFFSET = 110, HOUSE_MAX = 512, INVALID_TOWN = 0xFFFF,
  INVALID_HOUSE_ID = 0xFFFF, HOUSE_CLASS_MAX = HOUSE_MAX - NEW_HOUSE_OFFSET + 1
}
enum  BuildingFlags {
  TILE_NO_FLAG = 0, TILE_SIZE_1x1 = 1U << 0, TILE_NOT_SLOPED = 1U << 1, TILE_SIZE_2x1 = 1U << 2,
  TILE_SIZE_1x2 = 1U << 3, TILE_SIZE_2x2 = 1U << 4, BUILDING_IS_ANIMATED = 1U << 5, BUILDING_IS_CHURCH = 1U << 6,
  BUILDING_IS_STADIUM = 1U << 7, BUILDING_HAS_1_TILE = TILE_SIZE_1x1 | TILE_SIZE_2x1 | TILE_SIZE_1x2 | TILE_SIZE_2x2, BUILDING_HAS_2_TILES = TILE_SIZE_2x1 | TILE_SIZE_1x2 | TILE_SIZE_2x2, BUILDING_2_TILES_X = TILE_SIZE_2x1 | TILE_SIZE_2x2,
  BUILDING_2_TILES_Y = TILE_SIZE_1x2 | TILE_SIZE_2x2, BUILDING_HAS_4_TILES = TILE_SIZE_2x2
}
enum  HouseZonesBits {
  HZB_BEGIN = 0, HZB_TOWN_EDGE = 0, HZB_TOWN_OUTSKIRT, HZB_TOWN_OUTER_SUBURB,
  HZB_TOWN_INNER_SUBURB, HZB_TOWN_CENTRE, HZB_END
}
enum  HouseZones {
  HZ_NOZNS = 0x0000, HZ_ZON1 = 1U << HZB_TOWN_EDGE, HZ_ZON2 = 1U << HZB_TOWN_OUTSKIRT, HZ_ZON3 = 1U << HZB_TOWN_OUTER_SUBURB,
  HZ_ZON4 = 1U << HZB_TOWN_INNER_SUBURB, HZ_ZON5 = 1U << HZB_TOWN_CENTRE, HZ_ZONALL = 0x001F, HZ_SUBARTC_ABOVE = 0x0800,
  HZ_TEMP = 0x1000, HZ_SUBARTC_BELOW = 0x2000, HZ_SUBTROPIC = 0x4000, HZ_TOYLND = 0x8000
}
enum  HouseExtraFlags {
  NO_EXTRA_FLAG = 0, BUILDING_IS_HISTORICAL = 1U << 0, BUILDING_IS_PROTECTED = 1U << 1, SYNCHRONISED_CALLBACK_1B = 1U << 2,
  CALLBACK_1A_RANDOM_BITS = 1U << 3
}
enum  { ROAD_REMOVE = 0, UNMOVEABLE_REMOVE = 1, TUNNELBRIDGE_REMOVE = 1, INDUSTRY_REMOVE = 2 }
enum  { TOWN_IS_FUNDED = 0, TOWN_HAS_CHURCH = 1, TOWN_HAS_STADIUM = 2 }
 This enum is used in conjonction with town->flags12. More...

Functions

 assert_compile (HZB_END==5)
uint32 GetWorldPopulation ()
 Determines the world population Basically, count population of all towns, one by one.
void UpdateTownVirtCoord (Town *t)
 Resize the sign(label) of the town after changes in population (creation or growth or else).
void UpdateAllTownVirtCoords ()
 Update the virtual coords needed to draw the town sign for all towns.
void InitializeTown ()
void ShowTownViewWindow (TownID town)
void ExpandTown (Town *t)
 Called from GUI.
Town * CreateRandomTown (uint attempts, TownSize size, bool city, TownLayout layout)
bool CheckforTownRating (DoCommandFlag flags, Town *t, byte type)
static HouseSpec * GetHouseSpecs (HouseID house_id)
TileIndexDiff GetHouseNorthPart (HouseID &house)
 Determines if a given HouseID is part of a multitile house.
static bool IsValidTownID (TownID index)
 Check if a TownID is valid.
static TownID GetMaxTownIndex ()
static uint GetNumTowns ()
static Town * GetRandomTown ()
 Return a random valid town.
Town * CalcClosestTownFromTile (TileIndex tile, uint threshold=UINT_MAX)
void ResetHouses ()
void ClearTownHouse (Town *t, TileIndex tile)
void UpdateTownMaxPass (Town *t)
void UpdateTownRadius (Town *t)
bool CheckIfAuthorityAllowsNewStation (TileIndex tile, DoCommandFlag flags)
 Checks whether the local authority allows construction of a new station (rail, road, airport, dock) on the given tile.
Town * ClosestTownFromTile (TileIndex tile, uint threshold)
void ChangeTownRating (Town *t, int add, int max, DoCommandFlag flags)
 Changes town rating of the current company.
HouseZonesBits GetTownRadiusGroup (const Town *t, TileIndex tile)
 Returns the bit corresponding to the town zone of the specified tile.
void SetTownRatingTestMode (bool mode)
uint GetMaskOfTownActions (int *nump, CompanyID cid, const Town *t)
 Get a list of available actions to do at a town.
bool GenerateTowns (TownLayout layout)
 This function will generate a certain amount of towns, with a certain layout It can be called from the scenario editor (i.e.
bool GenerateTownName (uint32 *townnameparts)
 Generates valid town name.
static uint TileHash (uint x, uint y)
 Calculate a hash value from a tile position.
static uint TileHash2Bit (uint x, uint y)
 Get the last two bits of the TileHash from a tile position.

Variables

static const uint CUSTOM_TOWN_NUMBER_DIFFICULTY = 4
 value for custom town number in difficulty settings
static const uint CUSTOM_TOWN_MAX_NUMBER = 5000
 this is the maximum number of towns a user can specify in customisation
HouseSpec _house_specs [HOUSE_MAX]
static const byte TOWN_GROWTH_FREQUENCY = 70
 This is the number of ticks between towns being processed for building new houses or roads.
static const byte TOWN_HOUSE_COMPLETED = 3
 Simple value that indicates the house has reached the final stage of construction.
Town * _cleared_town
int _cleared_town_rating


Detailed Description

Base of the town class.

Definition in file town.h.


Enumeration Type Documentation

anonymous enum

This enum is used in conjonction with town->flags12.

IT simply states what bit is used for. It is pretty unrealistic (IMHO) to only have one church/stadium per town, NO MATTER the population of it. And there are 5 more bits available on flags12...

Enumerator:
TOWN_IS_FUNDED  Town has received some funds for.
TOWN_HAS_CHURCH  There can be only one church by town.
TOWN_HAS_STADIUM  There can be only one stadium by town.

Definition at line 283 of file town.h.

Enumerator:
BUILDING_IS_HISTORICAL  this house will only appear during town generation in random games, thus the historical
BUILDING_IS_PROTECTED  towns and AI will not remove this house, while human players will be able to
SYNCHRONISED_CALLBACK_1B  synchronized callback 1B will be performed, on multi tile houses
CALLBACK_1A_RANDOM_BITS  callback 1A needs random bits

Definition at line 84 of file town.h.

enum HouseZones

Enumerator:
HZ_NOZNS  Bit Value Meaning.

0 This is just to get rid of zeros, meaning none

HZ_ZON1  0..4 1,2,4,8,10 which town zones the building can be built in, Zone1 been the further suburb
HZ_ZON5  center of town
HZ_ZONALL  1F This is just to englobe all above types at once
HZ_SUBARTC_ABOVE  11 800 can appear in sub-arctic climate above the snow line
HZ_TEMP  12 1000 can appear in temperate climate
HZ_SUBARTC_BELOW  13 2000 can appear in sub-arctic climate below the snow line
HZ_SUBTROPIC  14 4000 can appear in subtropical climate
HZ_TOYLND  15 8000 can appear in toyland climate

Definition at line 67 of file town.h.


Function Documentation

void ChangeTownRating ( Town *  t,
int  add,
int  max,
DoCommandFlag  flags 
)

Changes town rating of the current company.

Parameters:
t Town to affect
add Value to add
max Minimum (add < 0) resp. maximum (add > 0) rating that should be archievable with this change
flags Command flags, especially DC_NO_MODIFY_TOWN_RATING is tested

Definition at line 2647 of file town_cmd.cpp.

References DC_NO_MODIFY_TOWN_RATING, InvalidateWindow(), Cheats::magic_bulldozer, SetBit(), and Cheat::value.

Referenced by CheckAllowRemoveRoad(), and CmdPlantTree().

bool CheckIfAuthorityAllowsNewStation ( TileIndex  tile,
DoCommandFlag  flags 
)

Checks whether the local authority allows construction of a new station (rail, road, airport, dock) on the given tile.

Parameters:
tile The tile where the station shall be constructed.
flags Command flags. DC_NO_TEST_TOWN_RATING is tested.

Definition at line 2547 of file town_cmd.cpp.

References _settings_game, DC_NO_TEST_TOWN_RATING, EconomySettings::dist_local_authority, and GameSettings::economy.

Referenced by CmdBuildAirport(), CmdBuildDock(), CmdBuildRailroadStation(), and CmdBuildRoadStop().

bool GenerateTownName ( uint32 *  townnameparts  ) 

Generates valid town name.

Parameters:
townnameparts if a name is generated, it's stored there
Returns:
true iff a name was generated

Definition at line 1410 of file town_cmd.cpp.

References _settings_game, GameSettings::game_creation, GameCreationSettings::town_name, and VerifyTownName().

bool GenerateTowns ( TownLayout  layout  ) 

This function will generate a certain amount of towns, with a certain layout It can be called from the scenario editor (i.e.

: generate Random Towns) as well as from world creation.

Parameters:
layout which towns will be set to, when created
Returns:
true if towns have been successfully created

Definition at line 1622 of file town_cmd.cpp.

References _settings_game, Chance16(), GameCreationSettings::custom_town_number, CUSTOM_TOWN_NUMBER_DIFFICULTY, GameSettings::difficulty, GameSettings::economy, GameSettings::game_creation, GWP_TOWN, IncreaseGeneratingWorldProgress(), EconomySettings::larger_towns, DifficultySettings::number_towns, ScaleByMapSize(), SetGeneratingWorldProgress(), and TS_RANDOM.

Referenced by _GenerateWorld().

TileIndexDiff GetHouseNorthPart ( HouseID &  house  ) 

Determines if a given HouseID is part of a multitile house.

The given ID is set to the ID of the north tile and the TileDiff to the north tile is returned.

Parameters:
house Is changed to the HouseID of the north tile of the same house
Returns:
TileDiff from the tile of the given HouseID to the north tile

Definition at line 2073 of file town_cmd.cpp.

References TileDiffXY().

Referenced by GetDistanceFromNearbyHouse(), SearchNearbyHouseClass(), SearchNearbyHouseGRFID(), SearchNearbyHouseID(), and UpdateHousesAndTowns().

uint GetMaskOfTownActions ( int *  nump,
CompanyID  cid,
const Town *  t 
)

Get a list of available actions to do at a town.

Parameters:
nump if not NULL add put the number of available actions in it
cid the company that is querying the town
t the town that is queried
Returns:
bitmasked value of enabled actions

Definition at line 2370 of file town_cmd.cpp.

References _settings_game, EconomySettings::bribe, COMPANY_SPECTATOR, GameSettings::economy, EconomySettings::exclusive_rights, HasBit(), and lengthof.

Referenced by CmdDoTownAction(), and AITown::IsActionAvailable().

HouseZonesBits GetTownRadiusGroup ( const Town *  t,
TileIndex  tile 
)

Returns the bit corresponding to the town zone of the specified tile.

Parameters:
t Town on which town zone is to be found
tile TileIndex where town zone needs to be found
Returns:
the bit position of the given zone, as defined in HouseZones

Definition at line 1660 of file town_cmd.cpp.

References DistanceSquare().

Referenced by BuildTownHouse(), HouseGetVariable(), and IndustryGetVariable().

uint32 GetWorldPopulation (  ) 

Determines the world population Basically, count population of all towns, one by one.

Returns:
uint32 the calculated population of the world

Definition at line 363 of file town_cmd.cpp.

static bool IsValidTownID ( TownID  index  )  [inline, static]

Check if a TownID is valid.

Parameters:
index to inquiry in the pool of town
Returns:
true if it exists

Definition at line 304 of file town.h.

Referenced by CmdBuildRoad(), CmdDoTownAction(), CmdRenameTown(), GetRandomTown(), and AITown::IsValidTown().

static uint TileHash ( uint  x,
uint  y 
) [inline, static]

Calculate a hash value from a tile position.

Parameters:
x The X coordinate
y The Y coordinate
Returns:
The hash of the tile

Definition at line 377 of file town.h.

Referenced by TileHash2Bit().

static uint TileHash2Bit ( uint  x,
uint  y 
) [inline, static]

Get the last two bits of the TileHash from a tile position.

See also:
TileHash()
Parameters:
x The X coordinate
y The Y coordinate
Returns:
The last two bits from hash of the tile

Definition at line 395 of file town.h.

References GB(), and TileHash().

Referenced by DrawTile_Town(), and HouseGetVariable().

void UpdateAllTownVirtCoords (  ) 

Update the virtual coords needed to draw the town sign for all towns.

Definition at line 336 of file town_cmd.cpp.

References UpdateTownVirtCoord().

Referenced by InitializeWindowsAndCaches().

void UpdateTownVirtCoord ( Town *  t  ) 

Resize the sign(label) of the town after changes in population (creation or growth or else).

Parameters:
t Town to update

Definition at line 324 of file town_cmd.cpp.

References _settings_client, ClientSettings::gui, MarkTownSignDirty(), GUISettings::population_in_label, TILE_SIZE, TileX(), TileY(), Point::x, and Point::y.

Referenced by ChangePopulation(), CmdRenameTown(), DoCreateTown(), and UpdateAllTownVirtCoords().


Variable Documentation

const byte TOWN_GROWTH_FREQUENCY = 70 [static]

This is the number of ticks between towns being processed for building new houses or roads.

This value originally came from the size of the town array in TTD.

Definition at line 271 of file town.h.

const byte TOWN_HOUSE_COMPLETED = 3 [static]

Simple value that indicates the house has reached the final stage of construction.

Definition at line 275 of file town.h.

Referenced by BuildTownHouse(), GetHouseBuildingStage(), IncHouseConstructionTick(), and MakeHouseTile().


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