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Location: cpp/openttd-patchpack/source/src/town.h
r12467:b4ba97896a21
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(svn r16914) -Codechange: split Station and BaseStation into different files
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/** @file town.h Base of the town class. */
#ifndef TOWN_H
#define TOWN_H
#include "core/pool_type.hpp"
#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"
#include "town_map.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;
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];
/* 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
/* NOSAVE: UpdateTownRadius updates this given the house count. */
uint32 squared_town_zone_radius[HZB_END];
/* NOSAVE: The number of each type of building in the town. */
BuildingCounts<uint16> building_counts;
/**
* 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 corespondig to the town's tolerance.
* To this result, we add 3, which is the noise of the lowest airport.
* So user can at least buld that airport
* @return the maximum noise level the town will tolerate */
inline uint16 MaxTownNoise() const
{
if (this->population == 0) return 0; // no population? no noise
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 InitializeTown();
void ShowTownViewWindow(TownID town);
void ExpandTown(Town *t);
Town *CreateRandomTown(uint attempts, TownSize size, bool city, TownLayout layout);
enum TownRatingCheckType {
ROAD_REMOVE = 0,
TUNNELBRIDGE_REMOVE = 1,
TOWN_RATING_CHECK_TYPE_COUNT,
};
/** 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 conjonction 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 {
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.
};
bool 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)
extern Town *_cleared_town;
extern int _cleared_town_rating;
void ResetHouses();
void ClearTownHouse(Town *t, TileIndex tile);
void UpdateTownMaxPass(Town *t);
void UpdateTownRadius(Town *t);
bool 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);
bool GenerateTownName(uint32 *townnameparts);
/**
* Calculate a hash value from a tile position
*
* @param x The X coordinate
* @param y The Y coordinate
* @return The hash of the tile
*/
static inline uint TileHash(uint x, uint y)
{
uint hash = x >> 4;
hash ^= x >> 6;
hash ^= y >> 4;
hash -= y >> 6;
return hash;
}
/**
* Get the last two bits of the TileHash
* from a tile position.
*
* @see TileHash()
* @param x The X coordinate
* @param y The Y coordinate
* @return The last two bits from hash of the tile
*/
static inline uint TileHash2Bit(uint x, uint y)
{
return GB(TileHash(x, y), 0, 2);
}
#endif /* TOWN_H */
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