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(svn r6961) -Codechange: Remove relic from r212 WWT_NODISTXTBTN which was originally used to not
to allow clicking if a button was disabled. This has been superseded in r212 with
general code that doesn't allow any click events for disabled buttons.
to allow clicking if a button was disabled. This has been superseded in r212 with
general code that doesn't allow any click events for disabled buttons.
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#ifndef TOWN_H
#define TOWN_H
#include "pool.h"
#include "player.h"
struct Town {
TileIndex xy;
// Current population of people and amount of houses.
uint16 num_houses;
uint32 population;
// Town name
uint16 townnametype;
uint32 townnameparts;
// NOSAVE: Location of name sign, UpdateTownVirtCoord 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 flags12;
// Which players have a statue?
byte statues;
// Player ratings as well as a mask that determines which players have a rating.
byte have_ratings;
uint8 unwanted[MAX_PLAYERS]; // how many months companies aren't wanted by towns (bribe)
PlayerID exclusivity; // which player has exslusivity
uint8 exclusive_counter; // months till the exclusivity expires
int16 ratings[MAX_PLAYERS];
// 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.
byte time_until_rebuild;
// When to grow town next time.
byte grow_counter;
byte growth_rate;
// Fund buildings program in action?
byte fund_buildings_months;
// Fund road reconstruction in action?
byte road_build_months;
// Index in town array
TownID index;
// NOSAVE: UpdateTownRadius updates this given the house count.
uint16 radius[5];
};
uint32 GetWorldPopulation(void);
void UpdateTownVirtCoord(Town *t);
void InitializeTown(void);
void ShowTownViewWindow(TownID town);
void ExpandTown(Town *t);
Town *CreateRandomTown(uint attempts, uint size_mode);
enum {
ROAD_REMOVE = 0,
UNMOVEABLE_REMOVE = 1,
TUNNELBRIDGE_REMOVE = 1,
INDUSTRY_REMOVE = 2
};
enum {
// These refer to the maximums, so Appalling is -1000 to -400
// MAXIMUM RATINGS BOUNDARIES
RATING_MINIMUM = -1000,
RATING_APPALLING = -400,
RATING_VERYPOOR = -200,
RATING_POOR = 0,
RATING_MEDIOCRE = 200,
RATING_GOOD = 400,
RATING_VERYGOOD = 600,
RATING_EXCELLENT = 800,
RATING_OUTSTANDING = 1000, // OUTSTANDING
RATING_MAXIMUM = RATING_OUTSTANDING,
// RATINGS AFFECTING NUMBERS
RATING_TREE_DOWN_STEP = -35,
RATING_TREE_MINIMUM = RATING_MINIMUM,
RATING_TREE_UP_STEP = 7,
RATING_TREE_MAXIMUM = 220,
RATING_TUNNEL_BRIDGE_DOWN_STEP = -250,
RATING_TUNNEL_BRIDGE_MINIMUM = 0,
RATING_INDUSTRY_DOWN_STEP = -1500,
RATING_INDUSTRY_MINIMUM = RATING_MINIMUM,
RATING_ROAD_DOWN_STEP = -50,
RATING_ROAD_MINIMUM = -100,
RATING_HOUSE_MINIMUM = RATING_MINIMUM,
RATING_BRIBE_UP_STEP = 200,
RATING_BRIBE_MAXIMUM = 800,
RATING_BRIBE_DOWN_TO = -50 // XXX SHOULD BE SOMETHING LOWER?
};
enum {
/* This is the base "normal" number of towns on the 8x8 map, when
* one town should get grown per tick. The other numbers of towns
* are then scaled based on that. */
TOWN_GROWTH_FREQUENCY = 23,
/* Simple value that indicates the house has reached final stage of construction*/
TOWN_HOUSE_COMPLETED = 3,
};
/* This enum is used in conjonction with town->flags12.
* 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 flags12...
*/
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(uint32 flags, Town *t, byte type);
VARDEF const Town** _town_sort;
extern MemoryPool _town_pool;
/**
* Check if a Town really exists.
*/
static inline bool IsValidTown(const Town* town)
{
return town->xy != 0;
}
/**
* Get the pointer to the town with index 'index'
*/
static inline Town *GetTown(uint index)
{
return (Town*)GetItemFromPool(&_town_pool, index);
}
/**
* Get the current size of the TownPool
*/
static inline uint16 GetTownPoolSize(void)
{
return _town_pool.total_items;
}
VARDEF uint _total_towns;
static inline TownID GetTownArraySize(void)
{
/* TODO - This isn't the real content of the function, but
* with the new pool-system this will be replaced with one that
* _really_ returns the highest index + 1. Now it just returns
* the next safe value we are sure about everything is below.
*/
return _total_towns;
}
/**
* Return a random valid town.
*/
static inline Town *GetRandomTown(void)
{
uint num = RandomRange(GetTownArraySize());
uint index = 0;
while (num > 0) {
num--;
index++;
/* Make sure we have a valid industry */
while (GetTown(index) == NULL) {
index++;
if (index == GetTownArraySize()) index = 0;
}
}
return GetTown(index);
}
static inline bool IsValidTownID(uint index)
{
return index < GetTownPoolSize() && IsValidTown(GetTown(index));
}
void DestroyTown(Town *t);
static inline void DeleteTown(Town *t)
{
DestroyTown(t);
t->xy = 0;
}
#define FOR_ALL_TOWNS_FROM(t, start) for (t = GetTown(start); t != NULL; t = (t->index + 1 < GetTownPoolSize()) ? GetTown(t->index + 1) : NULL) if (IsValidTown(t))
#define FOR_ALL_TOWNS(t) FOR_ALL_TOWNS_FROM(t, 0)
VARDEF bool _town_sort_dirty;
VARDEF byte _town_sort_order;
VARDEF Town *_cleared_town;
VARDEF int _cleared_town_rating;
#endif /* TOWN_H */
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