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OpenTTD/src/town.h
Peter Nelson ed67aedabf Feature: Allow manually placing town buildings in scenario editor.
House picker is accessed from the Landscaping toolbar as there is no town toolbar.

Once placed these houses behave like any other and can be removed by players and towns.

Uses the unified picker system, so also supports used/saved favourites. As town building don't have class labels, town zones are use to imitate them.
2024-05-14 21:11:48 +01:00

326 lines
12 KiB
C++

/*
* 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 "timer/timer_game_tick.h"
#include "town_map.h"
#include "subsidy_type.h"
#include "newgrf_storage.h"
#include "cargotype.h"
template <typename T>
struct BuildingCounts {
std::vector<T> id_count;
std::vector<T> class_count;
auto operator<=>(const BuildingCounts &) const = default;
};
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_t TOWN_GROWTH_RATE_NONE = 0xFFFF; ///< Special value for Town::growth_rate to disable town growth.
static const uint16_t MAX_TOWN_GROWTH_TICKS = 930; ///< Max amount of original town ticks that still fit into uint16_t, 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_t num_houses; ///< Amount of houses
uint32_t 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?
std::array<uint32_t, HZB_END> squared_town_zone_radius; ///< UpdateTownRadius updates this given the house count
BuildingCounts<uint16_t> building_counts; ///< The number of each type of building in the town
auto operator<=>(const TownCache &) const = default;
};
/** Town data structure. */
struct Town : TownPool::PoolItem<&_town_pool> {
TileIndex xy; ///< town center tile
TownCache cache; ///< Container for all cacheable data.
/* Town name */
uint32_t townnamegrfid;
uint16_t townnametype;
uint32_t 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
uint8_t flags; ///< See #TownFlags.
uint16_t 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_t unwanted[MAX_COMPANIES]; ///< how many months companies aren't wanted by towns (bribe)
CompanyID exclusivity; ///< which company has exclusivity
uint8_t exclusive_counter; ///< months till the exclusivity expires
int16_t ratings[MAX_COMPANIES]; ///< ratings of each company for this town
TransportedCargoStat<uint32_t> supplied[NUM_CARGO]; ///< Cargo statistics about supplied cargo.
TransportedCargoStat<uint16_t> received[NUM_TAE]; ///< Cargo statistics about received cargotypes.
uint32_t goal[NUM_TAE]; ///< Amount of cargo required for the town to grow.
std::string text; ///< General text with additional information.
inline uint8_t GetPercentTransported(CargoID cid) const
{
if (!IsValidCargoID(cid)) return 0;
return this->supplied[cid].old_act * 256 / (this->supplied[cid].old_max + 1);
}
StationList stations_near; ///< NOSAVE: List of nearby stations.
uint16_t time_until_rebuild; ///< time until we rebuild a house
uint16_t grow_counter; ///< counter to count when to grow, value is smaller than or equal to growth_rate
uint16_t growth_rate; ///< town growth rate
uint8_t fund_buildings_months; ///< fund buildings program in action?
uint8_t 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_t 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 ClampTo<uint16_t>((this->cache.population / _settings_game.economy.town_noise_population[_settings_game.difficulty.town_council_tolerance]) + 3);
}
void UpdateVirtCoord();
inline const std::string &GetCachedName() const
{
if (!this->name.empty()) return this->name;
if (this->cached_name.empty()) this->FillCachedName();
return this->cached_name;
}
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_t GetWorldPopulation();
void UpdateAllTownVirtCoords();
void ClearAllTownCachedNames();
void ShowTownViewWindow(TownID town);
void ExpandTown(Town *t);
void RebuildTownKdtree();
/** Settings for town council attitudes. */
enum TownCouncilAttitudes {
TOWN_COUNCIL_LENIENT = 0,
TOWN_COUNCIL_TOLERANT = 1,
TOWN_COUNCIL_HOSTILE = 2,
TOWN_COUNCIL_PERMISSIVE = 3,
};
/**
* 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();
/** 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)
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);
TownActions GetMaskOfTownActions(CompanyID cid, const Town *t);
bool GenerateTowns(TownLayout layout);
const CargoSpec *FindFirstCargoWithTownAcceptanceEffect(TownAcceptanceEffect effect);
extern const uint8_t _town_action_costs[TACT_COUNT];
/**
* 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_t used = 0; // bitmap of used waypoint numbers, sliding window with 'next' as base
uint32_t next = 0; // first number in the bitmap
uint32_t idx = 0; // index where we will stop
uint32_t 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_t)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.
*/
inline uint16_t TownTicksToGameTicks(uint16_t ticks)
{
return (std::min(ticks, MAX_TOWN_GROWTH_TICKS) + 1) * Ticks::TOWN_GROWTH_TICKS - 1;
}
RoadType GetTownRoadType();
bool CheckTownRoadTypes();
std::span<const DrawBuildingsTileStruct> GetTownDrawTileData();
#endif /* TOWN_H */