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@@ -48,72 +48,6 @@ static const Widget _town_authority_widg
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extern const byte _town_action_costs[8];
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enum TownActions {
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TACT_NONE = 0x00,
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TACT_ADVERTISE_SMALL = 0x01,
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TACT_ADVERTISE_MEDIUM = 0x02,
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TACT_ADVERTISE_LARGE = 0x04,
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TACT_ROAD_REBUILD = 0x08,
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TACT_BUILD_STATUE = 0x10,
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TACT_FOUND_BUILDINGS = 0x20,
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TACT_BUY_RIGHTS = 0x40,
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TACT_BRIBE = 0x80,
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TACT_ADVERTISE = TACT_ADVERTISE_SMALL | TACT_ADVERTISE_MEDIUM | TACT_ADVERTISE_LARGE,
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TACT_CONSTRUCTION = TACT_ROAD_REBUILD | TACT_BUILD_STATUE | TACT_FOUND_BUILDINGS,
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TACT_FUNDS = TACT_BUY_RIGHTS | TACT_BRIBE,
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TACT_ALL = TACT_ADVERTISE | TACT_CONSTRUCTION | TACT_FUNDS,
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};
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DECLARE_ENUM_AS_BIT_SET(TownActions);
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/** Get a list of available actions to do at a town.
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* @param nump if not NULL add put the number of available actions in it
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* @param cid the company that is querying the town
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* @param t the town that is queried
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* @return bitmasked value of enabled actions
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*/
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uint GetMaskOfTownActions(int *nump, CompanyID cid, const Town *t)
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{
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int num = 0;
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TownActions buttons = TACT_NONE;
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/* Spectators and unwanted have no options */
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if (cid != COMPANY_SPECTATOR && !(_settings_game.economy.bribe && t->unwanted[cid])) {
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/* Things worth more than this are not shown */
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Money avail = GetCompany(cid)->money + _price.station_value * 200;
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Money ref = _price.build_industry >> 8;
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/* Check the action bits for validity and
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* if they are valid add them */
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for (uint i = 0; i != lengthof(_town_action_costs); i++) {
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const TownActions cur = (TownActions)(1 << i);
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/* Is the company not able to bribe ? */
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if (cur == TACT_BRIBE && (!_settings_game.economy.bribe || t->ratings[cid] >= RATING_BRIBE_MAXIMUM))
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continue;
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/* Is the company not able to buy exclusive rights ? */
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if (cur == TACT_BUY_RIGHTS && !_settings_game.economy.exclusive_rights)
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continue;
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/* Is the company not able to build a statue ? */
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if (cur == TACT_BUILD_STATUE && HasBit(t->statues, cid))
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continue;
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if (avail >= _town_action_costs[i] * ref) {
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buttons |= cur;
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num++;
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}
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}
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}
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if (nump != NULL) *nump = num;
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return buttons;
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}
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struct TownAuthorityWindow : Window {
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private:
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Town *town;
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