town.h

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00001 /* $Id: town.h 24228 2012-05-12 07:31:25Z 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 "viewport_type.h"
00016 #include "town_map.h"
00017 #include "subsidy_type.h"
00018 #include "newgrf_storage.h"
00019 #include "cargotype.h"
00020 #include "tilematrix_type.hpp"
00021 #include <list>
00022 
00023 template <typename T>
00024 struct BuildingCounts {
00025   T id_count[HOUSE_MAX];
00026   T class_count[HOUSE_CLASS_MAX];
00027 };
00028 
00029 typedef TileMatrix<uint32, 4> AcceptanceMatrix;
00030 
00031 static const uint CUSTOM_TOWN_NUMBER_DIFFICULTY  = 4; 
00032 static const uint CUSTOM_TOWN_MAX_NUMBER = 5000;  
00033 
00034 static const uint INVALID_TOWN = 0xFFFF;
00035 
00036 static const uint TOWN_GROWTH_WINTER = 0xFFFFFFFE; 
00037 static const uint TOWN_GROWTH_DESERT = 0xFFFFFFFF; 
00038 static const uint16 TOWN_GROW_RATE_CUSTOM = 0x8000; 
00039 
00040 typedef Pool<Town, TownID, 64, 64000> TownPool;
00041 extern TownPool _town_pool;
00042 
00044 struct TownCache {
00045   uint32 num_houses;                        
00046   uint32 population;                        
00047   ViewportSign sign;                        
00048   PartOfSubsidyByte part_of_subsidy;        
00049   uint32 squared_town_zone_radius[HZB_END]; 
00050   BuildingCounts<uint16> building_counts;   
00051 };
00052 
00054 struct Town : TownPool::PoolItem<&_town_pool> {
00055   TileIndex xy;                  
00056 
00057   TownCache cache; 
00058 
00059   /* Town name */
00060   uint32 townnamegrfid;
00061   uint16 townnametype;
00062   uint32 townnameparts;
00063   char *name;
00064 
00065   /* Makes sure we don't build certain house types twice.
00066    * bit 0 = Building funds received
00067    * bit 1 = CHURCH
00068    * bit 2 = STADIUM */
00069   byte flags;
00070 
00071   uint16 noise_reached;          
00072 
00073   CompanyMask statues;           
00074 
00075   /* Company ratings. */
00076   CompanyMask have_ratings;      
00077   uint8 unwanted[MAX_COMPANIES]; 
00078   CompanyByte exclusivity;       
00079   uint8 exclusive_counter;       
00080   int16 ratings[MAX_COMPANIES];  
00081 
00082   TransportedCargoStat<uint32> supplied[NUM_CARGO]; 
00083   TransportedCargoStat<uint16> received[NUM_TE];    
00084   uint32 goal[NUM_TE];                              
00085 
00086   char *text; 
00087 
00088   inline byte GetPercentTransported(CargoID cid) const { return this->supplied[cid].old_act * 256 / (this->supplied[cid].old_max + 1); }
00089 
00090   /* Cargo production and acceptance stats. */
00091   uint32 cargo_produced;           
00092   AcceptanceMatrix cargo_accepted; 
00093   uint32 cargo_accepted_total;     
00094 
00095   uint16 time_until_rebuild;     
00096 
00097   uint16 grow_counter;           
00098   uint16 growth_rate;            
00099 
00100   byte fund_buildings_months;    
00101   byte road_build_months;        
00102 
00103   bool larger_town;              
00104   TownLayoutByte layout;         
00105 
00106   std::list<PersistentStorage *> psa_list;
00107 
00112   Town(TileIndex tile = INVALID_TILE) : xy(tile) { }
00113 
00115   ~Town();
00116 
00117   void InitializeLayout(TownLayout layout);
00118 
00125   inline uint16 MaxTownNoise() const
00126   {
00127     if (this->cache.population == 0) return 0; // no population? no noise
00128 
00129     /* 3 is added (the noise of the lowest airport), so the  user can at least build a small airfield. */
00130     return (this->cache.population / _settings_game.economy.town_noise_population[_settings_game.difficulty.town_council_tolerance]) + 3;
00131   }
00132 
00133   void UpdateVirtCoord();
00134 
00135   static inline Town *GetByTile(TileIndex tile)
00136   {
00137     return Town::Get(GetTownIndex(tile));
00138   }
00139 
00140   static Town *GetRandom();
00141   static void PostDestructor(size_t index);
00142 };
00143 
00144 uint32 GetWorldPopulation();
00145 
00146 void UpdateAllTownVirtCoords();
00147 void ShowTownViewWindow(TownID town);
00148 void ExpandTown(Town *t);
00149 
00154 enum TownRatingCheckType {
00155   ROAD_REMOVE         = 0,      
00156   TUNNELBRIDGE_REMOVE = 1,      
00157   TOWN_RATING_CHECK_TYPE_COUNT, 
00158 };
00159 
00167 enum TownFlags {
00168   TOWN_IS_FUNDED      = 0,   
00169   TOWN_HAS_CHURCH     = 1,   
00170   TOWN_HAS_STADIUM    = 2,   
00171 };
00172 
00173 CommandCost CheckforTownRating(DoCommandFlag flags, Town *t, TownRatingCheckType type);
00174 
00175 
00176 TileIndexDiff GetHouseNorthPart(HouseID &house);
00177 
00178 Town *CalcClosestTownFromTile(TileIndex tile, uint threshold = UINT_MAX);
00179 
00180 #define FOR_ALL_TOWNS_FROM(var, start) FOR_ALL_ITEMS_FROM(Town, town_index, var, start)
00181 #define FOR_ALL_TOWNS(var) FOR_ALL_TOWNS_FROM(var, 0)
00182 
00183 void ResetHouses();
00184 
00185 void ClearTownHouse(Town *t, TileIndex tile);
00186 void UpdateTownMaxPass(Town *t);
00187 void UpdateTownRadius(Town *t);
00188 void UpdateTownCargoes(Town *t);
00189 void UpdateTownCargoTotal(Town *t);
00190 void UpdateTownCargoBitmap();
00191 CommandCost CheckIfAuthorityAllowsNewStation(TileIndex tile, DoCommandFlag flags);
00192 Town *ClosestTownFromTile(TileIndex tile, uint threshold);
00193 void ChangeTownRating(Town *t, int add, int max, DoCommandFlag flags);
00194 HouseZonesBits GetTownRadiusGroup(const Town *t, TileIndex tile);
00195 void SetTownRatingTestMode(bool mode);
00196 uint GetMaskOfTownActions(int *nump, CompanyID cid, const Town *t);
00197 bool GenerateTowns(TownLayout layout);
00198 const CargoSpec *FindFirstCargoWithTownEffect(TownEffect effect);
00199 
00200 
00202 enum TownActions {
00203   TACT_NONE             = 0x00, 
00204 
00205   TACT_ADVERTISE_SMALL  = 0x01, 
00206   TACT_ADVERTISE_MEDIUM = 0x02, 
00207   TACT_ADVERTISE_LARGE  = 0x04, 
00208   TACT_ROAD_REBUILD     = 0x08, 
00209   TACT_BUILD_STATUE     = 0x10, 
00210   TACT_FUND_BUILDINGS   = 0x20, 
00211   TACT_BUY_RIGHTS       = 0x40, 
00212   TACT_BRIBE            = 0x80, 
00213 
00214   TACT_COUNT            = 8,    
00215 
00216   TACT_ADVERTISE        = TACT_ADVERTISE_SMALL | TACT_ADVERTISE_MEDIUM | TACT_ADVERTISE_LARGE, 
00217   TACT_CONSTRUCTION     = TACT_ROAD_REBUILD | TACT_BUILD_STATUE | TACT_FUND_BUILDINGS,         
00218   TACT_FUNDS            = TACT_BUY_RIGHTS | TACT_BRIBE,                                        
00219   TACT_ALL              = TACT_ADVERTISE | TACT_CONSTRUCTION | TACT_FUNDS,                     
00220 };
00221 DECLARE_ENUM_AS_BIT_SET(TownActions)
00222 
00223 extern const byte _town_action_costs[TACT_COUNT];
00224 extern TownID _new_town_id;
00225 
00231 template <class T>
00232 void MakeDefaultName(T *obj)
00233 {
00234   /* We only want to set names if it hasn't been set before, or when we're calling from afterload. */
00235   assert(obj->name == NULL || obj->town_cn == UINT16_MAX);
00236 
00237   obj->town = ClosestTownFromTile(obj->xy, UINT_MAX);
00238 
00239   /* Find first unused number belonging to this town. This can never fail,
00240    * as long as there can be at most 65535 waypoints/depots in total.
00241    *
00242    * This does 'n * m' search, but with 32bit 'used' bitmap, it needs at
00243    * most 'n * (1 + ceil(m / 32))' steps (n - number of waypoints in pool,
00244    * m - number of waypoints near this town).
00245    * Usually, it needs only 'n' steps.
00246    *
00247    * If it wasn't using 'used' and 'idx', it would just search for increasing 'next',
00248    * but this way it is faster */
00249 
00250   uint32 used = 0; // bitmap of used waypoint numbers, sliding window with 'next' as base
00251   uint32 next = 0; // first number in the bitmap
00252   uint32 idx  = 0; // index where we will stop
00253   uint32 cid  = 0; // current index, goes to T::GetPoolSize()-1, then wraps to 0
00254 
00255   do {
00256     T *lobj = T::GetIfValid(cid);
00257 
00258     /* check only valid waypoints... */
00259     if (lobj != NULL && obj != lobj) {
00260       /* only objects within the same city and with the same type */
00261       if (lobj->town == obj->town && lobj->IsOfType(obj)) {
00262         /* if lobj->town_cn < next, uint will overflow to '+inf' */
00263         uint i = (uint)lobj->town_cn - next;
00264 
00265         if (i < 32) {
00266           SetBit(used, i); // update bitmap
00267           if (i == 0) {
00268             /* shift bitmap while the lowest bit is '1';
00269              * increase the base of the bitmap too */
00270             do {
00271               used >>= 1;
00272               next++;
00273             } while (HasBit(used, 0));
00274             /* when we are at 'idx' again at end of the loop and
00275              * 'next' hasn't changed, then no object had town_cn == next,
00276              * so we can safely use it */
00277             idx = cid;
00278           }
00279         }
00280       }
00281     }
00282 
00283     cid++;
00284     if (cid == T::GetPoolSize()) cid = 0; // wrap to zero...
00285   } while (cid != idx);
00286 
00287   obj->town_cn = (uint16)next; // set index...
00288 }
00289 
00290 extern uint32 _town_cargoes_accepted;
00291 
00292 #endif /* TOWN_H */