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Location: cpp/openttd-patchpack/source/town.h
r4003:da35251843ee
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(svn r5213) [languages] reverted last change from tron
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 | /* $Id$ */
#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 DeleteTown(Town *t);
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 TownID *_town_sort;
extern MemoryPool _town_pool;
/**
* Check if a Town really exists.
*/
static inline bool IsValidTown(const Town* town)
{
return town->xy != 0; /* XXX: Replace by INVALID_TILE someday */
}
/**
* 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;
}
static inline bool IsTownIndex(uint index)
{
return index < GetTownPoolSize();
}
#define FOR_ALL_TOWNS_FROM(t, start) for (t = GetTown(start); t != NULL; t = (t->index + 1 < GetTownPoolSize()) ? GetTown(t->index + 1) : NULL)
#define FOR_ALL_TOWNS(t) FOR_ALL_TOWNS_FROM(t, 0)
VARDEF uint _total_towns; // For the AI: the amount of towns active
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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