Files @ r24874:b9bdc5d49a71
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Location: cpp/openttd-patchpack/source/src/town.h

Patric Stout
Fix #6319: [Win32] don't use clipping; draw whole screen every frame (#8726)

When we clip the region that is only been redrawn, something
weird happens on Windows. When pushing 60 frames per second on a
60Hz monitor, it appears that the clipped region is often shown
of another frame, instead of the current.

Examples of this are:
- pause the game, move your mouse to the left, and at the right
speed it totally disappears.
- fast aircrafts seem to be in several places at once, weirdly
lagging behind.
- in title screen, moving your mouse gives you the idea it is
jumping places, instead of smooth movements.

In the end, if you do nothing, everything is correct, so it is
eventually consistent. Just when we are firing many BitBlt in
a clipped region, the in-between is not.

What goes wrong exactly, I honestly do not know. On every frame
that we push to the DC is a mouse painted, but visually it
sometimes appears like it is not. Recording with external software
shows it really is there.
It is also not our eyes playing tricks on us, as the first example
makes it really clear the mouse pointer really is not painted.

And to be clear, with the mouse this is easiest reproduceable,
as high-speed objects are influences by this most. But this happens
for all movement that redraws small regions.

Either way, not using clipped regions resolves the issue completely,
and there appears to be little to no penalty (I failed to measure
any impact of drawing the full screen). So better have a good game
than fast code, I guess?
/*
 * 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 "viewport_type.h"
#include "town_map.h"
#include "subsidy_type.h"
#include "newgrf_storage.h"
#include "cargotype.h"
#include <list>

template <typename T>
struct BuildingCounts {
	T id_count[NUM_HOUSES];
	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 TownID INVALID_TOWN = 0xFFFF;

static const uint TOWN_GROWTH_WINTER = 0xFFFFFFFE; ///< The town only needs this cargo in the winter (any amount)
static const uint TOWN_GROWTH_DESERT = 0xFFFFFFFF; ///< The town needs the cargo for growth when on desert (any amount)
static const uint16 TOWN_GROWTH_RATE_NONE = 0xFFFF; ///< Special value for Town::growth_rate to disable town growth.
static const uint16 MAX_TOWN_GROWTH_TICKS = 930; ///< Max amount of original town ticks that still fit into uint16, about equal to UINT16_MAX / TOWN_GROWTH_TICKS but slightly less to simplify calculations

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

/** Data structure with cached data of towns. */
struct TownCache {
	uint32 num_houses;                        ///< Amount of houses
	uint32 population;                        ///< Current population of people
	TrackedViewportSign sign;                 ///< Location of name sign, UpdateVirtCoord updates this
	PartOfSubsidy part_of_subsidy;            ///< Is this town a source/destination of a subsidy?
	uint32 squared_town_zone_radius[HZB_END]; ///< UpdateTownRadius updates this given the house count
	BuildingCounts<uint16> building_counts;   ///< The number of each type of building in the town
};

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

	TownCache cache; ///< Container for all cacheable data.

	/* Town name */
	uint32 townnamegrfid;
	uint16 townnametype;
	uint32 townnameparts;
	std::string name;                ///< Custom town name. If empty, the town was not renamed and uses the generated name.
	mutable std::string cached_name; ///< NOSAVE: Cache of the resolved name of the town, if not using a custom town name

	byte flags;                    ///< See #TownFlags.

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

	CompanyMask statues;           ///< which companies have a statue?

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

	TransportedCargoStat<uint32> supplied[NUM_CARGO]; ///< Cargo statistics about supplied cargo.
	TransportedCargoStat<uint16> received[NUM_TE];    ///< Cargo statistics about received cargotypes.
	uint32 goal[NUM_TE];                              ///< Amount of cargo required for the town to grow.

	std::string text; ///< General text with additional information.

	inline byte GetPercentTransported(CargoID cid) const { return this->supplied[cid].old_act * 256 / (this->supplied[cid].old_max + 1); }

	StationList stations_near;       ///< NOSAVE: List of nearby stations.

	uint16 time_until_rebuild;       ///< time until we rebuild a house

	uint16 grow_counter;             ///< counter to count when to grow, value is smaller than or equal to growth_rate
	uint16 growth_rate;              ///< town growth rate

	byte fund_buildings_months;      ///< fund buildings program in action?
	byte road_build_months;          ///< fund road reconstruction in action?

	bool larger_town;                ///< if this is a larger town and should grow more quickly
	TownLayout layout;               ///< town specific road layout

	bool show_zone;                  ///< NOSAVE: mark town to show the local authority zone in the viewports

	std::list<PersistentStorage *> psa_list;

	/**
	 * Creates a new town.
	 * @param tile center tile of the 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->cache.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->cache.population / _settings_game.economy.town_noise_population[_settings_game.difficulty.town_council_tolerance]) + 3;
	}

	void UpdateVirtCoord();

	inline const char *GetCachedName() const
	{
		if (!this->name.empty()) return this->name.c_str();
		if (this->cached_name.empty()) this->FillCachedName();
		return this->cached_name.c_str();
	}

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

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

private:
	void FillCachedName() const;
};

uint32 GetWorldPopulation();

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

void RebuildTownKdtree();


/**
 * 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.
};

/** Special values for town list window for the data parameter of #InvalidateWindowData. */
enum TownDirectoryInvalidateWindowData {
	TDIWD_FORCE_REBUILD,
	TDIWD_POPULATION_CHANGE,
	TDIWD_FORCE_RESORT,
};

/**
 * 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_GROWING     = 0,   ///< Conditions for town growth are met. Grow according to Town::growth_rate.
	TOWN_HAS_CHURCH     = 1,   ///< There can be only one church by town.
	TOWN_HAS_STADIUM    = 2,   ///< There can be only one stadium by town.
	TOWN_CUSTOM_GROWTH  = 3,   ///< Growth rate is controlled by GS.
};

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


TileIndexDiff GetHouseNorthPart(HouseID &house);

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

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);
const CargoSpec *FindFirstCargoWithTownEffect(TownEffect effect);

/** 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_FUND_BUILDINGS   = 0x20, ///< Fund new buildings.
	TACT_BUY_RIGHTS       = 0x40, ///< Buy exclusive transport rights.
	TACT_BRIBE            = 0x80, ///< Try to bribe the council.

	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_FUND_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.empty() || 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 != nullptr && 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...
}

/*
 * Converts original town ticks counters to plain game ticks. Note that
 * tick 0 is a valid tick so actual amount is one more than the counter value.
 */
static inline uint16 TownTicksToGameTicks(uint16 ticks) {
	return (std::min(ticks, MAX_TOWN_GROWTH_TICKS) + 1) * TOWN_GROWTH_TICKS - 1;
}


RoadType GetTownRoadType(const Town *t);

#endif /* TOWN_H */