Files @ r17167:68f47a8db1b5
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Location: cpp/openttd-patchpack/source/src/town.h - annotation

rubidium
(svn r21916) -Fix [FS#4442]: the minimum speed needed for (realistic) acceleration to work properly can sometimes be more than the (temporary) maximum speed causing Clamp to "fail". Make sure that the minimum speed always overrules the maximum speed
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/* $Id$ */

/*
 * This file is part of OpenTTD.
 * 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.
 * 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.
 * 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/>.
 */

/** @file town.h Base of the town class. */

#ifndef TOWN_H
#define TOWN_H

#include "core/pool_type.hpp"
#include "viewport_type.h"
#include "command_type.h"
#include "town_map.h"
#include "subsidy_type.h"

template <typename T>
struct BuildingCounts {
	T id_count[HOUSE_MAX];
	T class_count[HOUSE_CLASS_MAX];
};

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

static const uint INVALID_TOWN = 0xFFFF;

typedef Pool<Town, TownID, 64, 64000> TownPool;
extern TownPool _town_pool;

/** Town data structure. */
struct Town : TownPool::PoolItem<&_town_pool> {
	TileIndex xy;

	/* Current population of people and amount of houses. */
	uint32 num_houses;
	uint32 population;

	/* Town name */
	uint32 townnamegrfid;
	uint16 townnametype;
	uint32 townnameparts;
	char *name;

	/* NOSAVE: Location of name sign, UpdateVirtCoord updates this. */
	ViewportSign sign;

	/* Makes sure we don't build certain house types twice.
	 * bit 0 = Building funds received
	 * bit 1 = CHURCH
	 * bit 2 = STADIUM */
	byte flags;

	/* level of noise that all the airports are generating */
	uint16 noise_reached;

	/* Which companies have a statue? */
	CompanyMask statues;

	/* Company ratings as well as a mask that determines which companies have a rating. */
	CompanyMask have_ratings;
	uint8 unwanted[MAX_COMPANIES]; ///< how many months companies aren't wanted by towns (bribe)
	CompanyByte exclusivity;       ///< which company has exclusivity
	uint8 exclusive_counter;       ///< months till the exclusivity expires
	int16 ratings[MAX_COMPANIES];  ///< Ratings of each company for this town.

	/* Maximum amount of passengers and mail that can be transported. */
	uint32 max_pass;
	uint32 max_mail;
	uint32 new_max_pass;
	uint32 new_max_mail;
	uint32 act_pass;
	uint32 act_mail;
	uint32 new_act_pass;
	uint32 new_act_mail;

	/* Amount of passengers that were transported. */
	byte pct_pass_transported;
	byte pct_mail_transported;

	/* Amount of food and paper that was transported. Actually a bit mask would be enough. */
	uint16 act_food;
	uint16 act_water;
	uint16 new_act_food;
	uint16 new_act_water;

	/* Time until we rebuild a house. */
	uint16 time_until_rebuild;

	/* When to grow town next time. */
	uint16 grow_counter;
	int16 growth_rate;

	/* Fund buildings program in action? */
	byte fund_buildings_months;

	/* Fund road reconstruction in action? */
	byte road_build_months;

	/* If this is a larger town, and should grow more quickly. */
	bool larger_town;
	TownLayoutByte layout; ///< town specific road layout

	PartOfSubsidyByte part_of_subsidy; ///< NOSAVE: is this town a source/destination of a subsidy?

	/* NOSAVE: UpdateTownRadius updates this given the house count. */
	uint32 squared_town_zone_radius[HZB_END];

	BuildingCounts<uint16> building_counts; ///< NOSAVE: The number of each type of building in the town.

	/**
	 * Creates a new town
	 */
	Town(TileIndex tile = INVALID_TILE) : xy(tile) { }

	/** Destroy the town */
	~Town();

	void InitializeLayout(TownLayout layout);

	/**
	 * Calculate the max town noise.
	 * The value is counted using the population divided by the content of the
	 * entry in town_noise_population corresponding to the town's tolerance.
	 * @return the maximum noise level the town will tolerate.
	 */
	inline uint16 MaxTownNoise() const
	{
		if (this->population == 0) return 0; // no population? no noise

		/* 3 is added (the noise of the lowest airport), so the  user can at least build a small airfield. */
		return (this->population / _settings_game.economy.town_noise_population[_settings_game.difficulty.town_council_tolerance]) + 3;
	}

	void UpdateVirtCoord();

	static FORCEINLINE Town *GetByTile(TileIndex tile)
	{
		return Town::Get(GetTownIndex(tile));
	}

	static Town *GetRandom();
	static void PostDestructor(size_t index);
};

uint32 GetWorldPopulation();

void UpdateAllTownVirtCoords();
void ShowTownViewWindow(TownID town);
void ExpandTown(Town *t);

/**
 * Action types that a company must ask permission for to a town authority.
 * @see CheckforTownRating
 */
enum TownRatingCheckType {
	ROAD_REMOVE         = 0,      ///< Removal of a road owned by the town.
	TUNNELBRIDGE_REMOVE = 1,      ///< Removal of a tunnel or bridge owned by the towb.
	TOWN_RATING_CHECK_TYPE_COUNT, ///< Number of town checking action types.
};

/**
 * 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.
 */
static const byte TOWN_GROWTH_FREQUENCY = 70;

/**
 * This enum is used in conjunction with town->flags.
 * 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 flags...
 */
enum TownFlags {
	TOWN_IS_FUNDED      = 0,   ///< Town has received some funds for
	TOWN_HAS_CHURCH     = 1,   ///< There can be only one church by town.
	TOWN_HAS_STADIUM    = 2    ///< There can be only one stadium by town.
};

CommandCost CheckforTownRating(DoCommandFlag flags, Town *t, TownRatingCheckType type);


TileIndexDiff GetHouseNorthPart(HouseID &house);

Town *CalcClosestTownFromTile(TileIndex tile, uint threshold = UINT_MAX);

#define FOR_ALL_TOWNS_FROM(var, start) FOR_ALL_ITEMS_FROM(Town, town_index, var, start)
#define FOR_ALL_TOWNS(var) FOR_ALL_TOWNS_FROM(var, 0)

void ResetHouses();

void ClearTownHouse(Town *t, TileIndex tile);
void UpdateTownMaxPass(Town *t);
void UpdateTownRadius(Town *t);
CommandCost CheckIfAuthorityAllowsNewStation(TileIndex tile, DoCommandFlag flags);
Town *ClosestTownFromTile(TileIndex tile, uint threshold);
void ChangeTownRating(Town *t, int add, int max, DoCommandFlag flags);
HouseZonesBits GetTownRadiusGroup(const Town *t, TileIndex tile);
void SetTownRatingTestMode(bool mode);
uint GetMaskOfTownActions(int *nump, CompanyID cid, const Town *t);
bool GenerateTowns(TownLayout layout);


/** Town actions of a company. */
enum TownActions {
	TACT_NONE             = 0x00, ///< Empty action set.

	TACT_ADVERTISE_SMALL  = 0x01, ///< Small advertising campaign.
	TACT_ADVERTISE_MEDIUM = 0x02, ///< Medium advertising campaign.
	TACT_ADVERTISE_LARGE  = 0x04, ///< Large advertising campaign.
	TACT_ROAD_REBUILD     = 0x08, ///< Rebuild the roads.
	TACT_BUILD_STATUE     = 0x10, ///< Build a statue.
	TACT_FOUND_BUILDINGS  = 0x20, ///< Found new buildings.
	TACT_BUY_RIGHTS       = 0x40, ///< Buy exclusive transport rights.
	TACT_BRIBE            = 0x80, ///< Try to bribe the counsil.

	TACT_COUNT            = 8,    ///< Number of available town actions.

	TACT_ADVERTISE        = TACT_ADVERTISE_SMALL | TACT_ADVERTISE_MEDIUM | TACT_ADVERTISE_LARGE, ///< All possible advertising actions.
	TACT_CONSTRUCTION     = TACT_ROAD_REBUILD | TACT_BUILD_STATUE | TACT_FOUND_BUILDINGS,        ///< All possible construction actions.
	TACT_FUNDS            = TACT_BUY_RIGHTS | TACT_BRIBE,                                        ///< All possible funding actions.
	TACT_ALL              = TACT_ADVERTISE | TACT_CONSTRUCTION | TACT_FUNDS,                     ///< All possible actions.
};
DECLARE_ENUM_AS_BIT_SET(TownActions)

extern const byte _town_action_costs[TACT_COUNT];
extern TownID _new_town_id;

/**
 * Set the default name for a depot/waypoint
 * @tparam T The type/class to make a default name for
 * @param obj The object/instance we want to find the name for
 */
template <class T>
void MakeDefaultName(T *obj)
{
	/* We only want to set names if it hasn't been set before, or when we're calling from afterload. */
	assert(obj->name == NULL || obj->town_cn == UINT16_MAX);

	obj->town = ClosestTownFromTile(obj->xy, UINT_MAX);

	/* Find first unused number belonging to this town. This can never fail,
	 * as long as there can be at most 65535 waypoints/depots in total.
	 *
	 * This does 'n * m' search, but with 32bit 'used' bitmap, it needs at
	 * most 'n * (1 + ceil(m / 32))' steps (n - number of waypoints in pool,
	 * m - number of waypoints near this town).
	 * Usually, it needs only 'n' steps.
	 *
	 * If it wasn't using 'used' and 'idx', it would just search for increasing 'next',
	 * but this way it is faster */

	uint32 used = 0; // bitmap of used waypoint numbers, sliding window with 'next' as base
	uint32 next = 0; // first number in the bitmap
	uint32 idx  = 0; // index where we will stop
	uint32 cid  = 0; // current index, goes to T::GetPoolSize()-1, then wraps to 0

	do {
		T *lobj = T::GetIfValid(cid);

		/* check only valid waypoints... */
		if (lobj != NULL && obj != lobj) {
			/* only objects within the same city and with the same type */
			if (lobj->town == obj->town && lobj->IsOfType(obj)) {
				/* if lobj->town_cn < next, uint will overflow to '+inf' */
				uint i = (uint)lobj->town_cn - next;

				if (i < 32) {
					SetBit(used, i); // update bitmap
					if (i == 0) {
						/* shift bitmap while the lowest bit is '1';
						 * increase the base of the bitmap too */
						do {
							used >>= 1;
							next++;
						} while (HasBit(used, 0));
						/* when we are at 'idx' again at end of the loop and
						 * 'next' hasn't changed, then no object had town_cn == next,
						 * so we can safely use it */
						idx = cid;
					}
				}
			}
		}

		cid++;
		if (cid == T::GetPoolSize()) cid = 0; // wrap to zero...
	} while (cid != idx);

	obj->town_cn = (uint16)next; // set index...
}

#endif /* TOWN_H */