town.h

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00001 /* $Id$ */
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 
00036 struct Town : TownPool::PoolItem<&_town_pool> {
00037   TileIndex xy;
00038 
00039   /* Current population of people and amount of houses. */
00040   uint32 num_houses;
00041   uint32 population;
00042 
00043   /* Town name */
00044   uint32 townnamegrfid;
00045   uint16 townnametype;
00046   uint32 townnameparts;
00047   char *name;
00048 
00049   /* NOSAVE: Location of name sign, UpdateVirtCoord updates this. */
00050   ViewportSign sign;
00051 
00052   /* Makes sure we don't build certain house types twice.
00053    * bit 0 = Building funds received
00054    * bit 1 = CHURCH
00055    * bit 2 = STADIUM */
00056   byte flags;
00057 
00058   /* level of noise that all the airports are generating */
00059   uint16 noise_reached;
00060 
00061   /* Which companies have a statue? */
00062   CompanyMask statues;
00063 
00064   /* Company ratings as well as a mask that determines which companies have a rating. */
00065   CompanyMask have_ratings;
00066   uint8 unwanted[MAX_COMPANIES]; 
00067   CompanyByte exclusivity;       
00068   uint8 exclusive_counter;       
00069   int16 ratings[MAX_COMPANIES];  
00070 
00071   /* Maximum amount of passengers and mail that can be transported. */
00072   uint32 max_pass;
00073   uint32 max_mail;
00074   uint32 new_max_pass;
00075   uint32 new_max_mail;
00076   uint32 act_pass;
00077   uint32 act_mail;
00078   uint32 new_act_pass;
00079   uint32 new_act_mail;
00080 
00081   /* Amount of passengers that were transported. */
00082   byte pct_pass_transported;
00083   byte pct_mail_transported;
00084 
00085   /* Amount of food and paper that was transported. Actually a bit mask would be enough. */
00086   uint16 act_food;
00087   uint16 act_water;
00088   uint16 new_act_food;
00089   uint16 new_act_water;
00090 
00091   /* Time until we rebuild a house. */
00092   uint16 time_until_rebuild;
00093 
00094   /* When to grow town next time. */
00095   uint16 grow_counter;
00096   int16 growth_rate;
00097 
00098   /* Fund buildings program in action? */
00099   byte fund_buildings_months;
00100 
00101   /* Fund road reconstruction in action? */
00102   byte road_build_months;
00103 
00104   /* If this is a larger town, and should grow more quickly. */
00105   bool larger_town;
00106   TownLayoutByte layout; 
00107 
00108   PartOfSubsidyByte part_of_subsidy; 
00109 
00110   /* NOSAVE: UpdateTownRadius updates this given the house count. */
00111   uint32 squared_town_zone_radius[HZB_END];
00112 
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     /* 3 is added (the noise of the lowest airport), so the  user can at least build a small airfield. */
00136     return (this->population / _settings_game.economy.town_noise_population[_settings_game.difficulty.town_council_tolerance]) + 3;
00137   }
00138 
00139   void UpdateVirtCoord();
00140 
00141   static FORCEINLINE Town *GetByTile(TileIndex tile)
00142   {
00143     return Town::Get(GetTownIndex(tile));
00144   }
00145 
00146   static Town *GetRandom();
00147   static void PostDestructor(size_t index);
00148 };
00149 
00150 uint32 GetWorldPopulation();
00151 
00152 void UpdateAllTownVirtCoords();
00153 void ShowTownViewWindow(TownID town);
00154 void ExpandTown(Town *t);
00155 
00160 enum TownRatingCheckType {
00161   ROAD_REMOVE         = 0,      
00162   TUNNELBRIDGE_REMOVE = 1,      
00163   TOWN_RATING_CHECK_TYPE_COUNT, 
00164 };
00165 
00173 enum TownFlags {
00174   TOWN_IS_FUNDED      = 0,   
00175   TOWN_HAS_CHURCH     = 1,   
00176   TOWN_HAS_STADIUM    = 2    
00177 };
00178 
00179 CommandCost 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 CommandCost 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 
00233 template <class T>
00234 void MakeDefaultName(T *obj)
00235 {
00236   /* We only want to set names if it hasn't been set before, or when we're calling from afterload. */
00237   assert(obj->name == NULL || obj->town_cn == UINT16_MAX);
00238 
00239   obj->town = ClosestTownFromTile(obj->xy, UINT_MAX);
00240 
00241   /* Find first unused number belonging to this town. This can never fail,
00242    * as long as there can be at most 65535 waypoints/depots in total.
00243    *
00244    * This does 'n * m' search, but with 32bit 'used' bitmap, it needs at
00245    * most 'n * (1 + ceil(m / 32))' steps (n - number of waypoints in pool,
00246    * m - number of waypoints near this town).
00247    * Usually, it needs only 'n' steps.
00248    *
00249    * If it wasn't using 'used' and 'idx', it would just search for increasing 'next',
00250    * but this way it is faster */
00251 
00252   uint32 used = 0; // bitmap of used waypoint numbers, sliding window with 'next' as base
00253   uint32 next = 0; // first number in the bitmap
00254   uint32 idx  = 0; // index where we will stop
00255   uint32 cid  = 0; // current index, goes to T::GetPoolSize()-1, then wraps to 0
00256 
00257   do {
00258     T *lobj = T::GetIfValid(cid);
00259 
00260     /* check only valid waypoints... */
00261     if (lobj != NULL && obj != lobj) {
00262       /* only objects within the same city and with the same type */
00263       if (lobj->town == obj->town && lobj->IsOfType(obj)) {
00264         /* if lobj->town_cn < next, uint will overflow to '+inf' */
00265         uint i = (uint)lobj->town_cn - next;
00266 
00267         if (i < 32) {
00268           SetBit(used, i); // update bitmap
00269           if (i == 0) {
00270             /* shift bitmap while the lowest bit is '1';
00271              * increase the base of the bitmap too */
00272             do {
00273               used >>= 1;
00274               next++;
00275             } while (HasBit(used, 0));
00276             /* when we are at 'idx' again at end of the loop and
00277              * 'next' hasn't changed, then no object had town_cn == next,
00278              * so we can safely use it */
00279             idx = cid;
00280           }
00281         }
00282       }
00283     }
00284 
00285     cid++;
00286     if (cid == T::GetPoolSize()) cid = 0; // wrap to zero...
00287   } while (cid != idx);
00288 
00289   obj->town_cn = (uint16)next; // set index...
00290 }
00291 
00292 #endif /* TOWN_H */

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