mirror of
https://github.com/JGRennison/OpenTTD-patches.git
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(svn r11776) -Codechange: more header splittings to reduce the dependencies.
This commit is contained in:
parent
e2f7ec1d3e
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71d4004a85
@ -6,6 +6,7 @@
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#define CLEAR_MAP_H
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#include "bridge_map.h"
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#include "industry_type.h"
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/**
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* Ground types. Valid densities in comments after the enum.
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@ -10,6 +10,8 @@
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#include "cargo_type.h"
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#include "vehicle_type.h"
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#include "tile_type.h"
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#include "town_type.h"
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#include "industry_type.h"
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struct Player;
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@ -16,6 +16,7 @@
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#include "variables.h"
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#include "fontcache.h"
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#include "gfx_func.h"
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#include "core/alloc_func.hpp"
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#include <string.h>
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struct MD5File {
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@ -13,9 +13,8 @@
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#include "map_type.h"
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#include "slope_type.h"
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#include "date_type.h"
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typedef uint16 IndustryGfx;
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typedef uint8 IndustryType;
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#include "town_type.h"
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#include "industry_type.h"
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enum {
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INVALID_INDUSTRY = 0xFFFF,
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@ -64,13 +63,6 @@ enum IndustryConstructionType {
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ICT_SCENARIO_EDITOR ///< while scenarion edition
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};
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/** From where is callback CBID_INDUSTRY_AVAILABLE been called */
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enum IndustryAvailabilityCallType {
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IACT_MAPGENERATION, ///< during random map generation
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IACT_RANDOMCREATION, ///< during creation of random ingame industry
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IACT_USERCREATION, ///< from the Fund/build window
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};
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enum IndustryBehaviour {
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INDUSTRYBEH_NONE = 0,
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INDUSTRYBEH_PLANT_FIELDS = 1 << 0, ///< periodically plants fileds around itself (temp and artic farms)
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@ -97,7 +89,6 @@ enum IndustryBehaviour {
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DECLARE_ENUM_AS_BIT_SET(IndustryBehaviour);
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struct Industry;
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DECLARE_OLD_POOL(Industry, Industry, 3, 8000)
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/**
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16
src/industry_type.h
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16
src/industry_type.h
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@ -0,0 +1,16 @@
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/* $Id$ */
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/** @file industry_type.h Types related to the industry. */
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#ifndef INDUSTRY_TYPE_H
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#define INDUSTRY_TYPE_H
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typedef uint16 IndustryID;
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typedef uint16 IndustryGfx;
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typedef uint8 IndustryType;
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struct Industry;
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struct IndustrySpec;
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struct IndustryTileSpec;
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#endif /* INDUSTRY_TYPE_H */
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@ -26,6 +26,7 @@
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#include "../newgrf.h"
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#include "../functions.h"
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#include "../window_func.h"
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#include "../core/alloc_func.hpp"
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#define BGC 5
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#define BTC 15
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@ -6,10 +6,10 @@
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#define NEWGRF_H
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#include "station.h"
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#include "town.h"
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#include "town_type.h"
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#include "newgrf_config.h"
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#include "cargotype.h"
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#include "industry.h"
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#include "industry_type.h"
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enum GrfLoadingStage {
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GLS_FILESCAN,
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@ -12,6 +12,7 @@
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#include "network/network_data.h"
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#include "newgrf.h"
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#include "newgrf_config.h"
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#include "core/alloc_func.hpp"
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#include "fileio.h"
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#include "fios.h"
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@ -20,6 +20,7 @@
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#include "cargotype.h"
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#include "date_func.h"
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#include "vehicle_func.h"
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#include "core/random_func.hpp"
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int _traininfo_vehicle_pitch = 0;
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@ -14,6 +14,7 @@
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#include "newgrf_config.h"
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#include "strings_func.h"
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#include "window_func.h"
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#include "core/alloc_func.hpp"
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/** Parse an integerlist string and set each found value
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* @param p the string to be parsed. Each element in the list is seperated by a
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@ -5,7 +5,7 @@
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#ifndef NEWGRF_HOUSE_H
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#define NEWGRF_HOUSE_H
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#include "town.h"
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#include "town_type.h"
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#include "newgrf_callbacks.h"
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/**
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@ -19,6 +19,7 @@
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#include "newgrf_text.h"
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#include "newgrf_town.h"
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#include "window_func.h"
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#include "town.h"
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/* Since the industry IDs defined by the GRF file don't necessarily correlate
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* to those used by the game, the IDs used for overriding old industries must be
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@ -5,7 +5,7 @@
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#ifndef NEWGRF_INDUSTRIES_H
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#define NEWGRF_INDUSTRIES_H
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#include "industry.h"
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#include "industry_type.h"
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#include "newgrf_spritegroup.h"
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/** When should the industry(tile) be triggered for random bits? */
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@ -18,6 +18,13 @@ enum IndustryTrigger {
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INDUSTRY_TRIGGER_CARGO_DELIVERY = 4,
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};
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/** From where is callback CBID_INDUSTRY_AVAILABLE been called */
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enum IndustryAvailabilityCallType {
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IACT_MAPGENERATION, ///< during random map generation
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IACT_RANDOMCREATION, ///< during creation of random ingame industry
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IACT_USERCREATION, ///< from the Fund/build window
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};
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/* in newgrf_industry.cpp */
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uint32 IndustryGetVariable(const ResolverObject *object, byte variable, byte parameter, bool *available);
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uint16 GetIndustryCallback(CallbackID callback, uint32 param1, uint32 param2, Industry *industry, IndustryType type, TileIndex tile);
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@ -23,6 +23,7 @@
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#include "sprite.h"
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#include "transparency.h"
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#include "functions.h"
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#include "town.h"
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static uint32 GetGRFParameter(IndustryGfx indtile_id, byte parameter)
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{
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@ -5,8 +5,8 @@
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#ifndef NEWGRF_SPRITEGROUP_H
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#define NEWGRF_SPRITEGROUP_H
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#include "town.h"
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#include "industry.h"
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#include "town_type.h"
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#include "industry_type.h"
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#include "newgrf_storage.h"
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#include "core/bitmath_func.hpp"
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#include "gfx_type.h"
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@ -19,6 +19,8 @@
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#include "newgrf_text.h"
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#include "table/control_codes.h"
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#include "strings_func.h"
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#include "core/alloc_func.hpp"
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#include "newgrf_storage.h"
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#define GRFTAB 28
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#define TABSIZE 11
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@ -16,9 +16,7 @@ struct Depot;
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struct Waypoint;
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struct Station;
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struct ViewPort;
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struct Town;
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struct NewsItem;
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struct Industry;
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struct DrawPixelInfo;
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struct Group;
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typedef byte VehicleOrderID; ///< The index of an order within its current vehicle (not pool related)
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@ -32,8 +30,6 @@ typedef EngineID *EngineList; ///< engine list type placeholder acceptable for C
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typedef uint16 StationID;
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static const StationID INVALID_STATION = 0xFFFF;
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typedef uint16 RoadStopID;
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typedef uint16 TownID;
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typedef uint16 IndustryID;
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typedef uint16 DepotID;
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typedef uint16 WaypointID;
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typedef uint16 OrderID;
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@ -153,24 +149,6 @@ enum {
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NUM_LANDSCAPE = 4,
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};
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/**
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* Town Layouts
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*/
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enum TownLayout {
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TL_NO_ROADS = 0, ///< Build no more roads, but still build houses
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TL_ORIGINAL, ///< Original algorithm (min. 1 distance between roads)
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TL_BETTER_ROADS, ///< Extended original algorithm (min. 2 distance between roads)
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TL_2X2_GRID, ///< Geometric 2x2 grid algorithm
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TL_3X3_GRID, ///< Geometric 3x3 grid algorithm
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NUM_TLS, ///< Number of town layouts
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};
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/* It needs to be 8bits, because we save and load it as such */
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/** Define basic enum properties */
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template <> struct EnumPropsT<TownLayout> : MakeEnumPropsT<TownLayout, byte, TL_NO_ROADS, NUM_TLS, NUM_TLS> {};
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typedef TinyEnumT<TownLayout> TownLayoutByte; //typedefing-enumification of TownLayout
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#define GAME_DIFFICULTY_NUM 18
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/** Specific type for Game Difficulty to ease changing the type */
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@ -7,6 +7,7 @@
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#include "track_func.h"
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#include "rail_type.h"
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#include "town_type.h"
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#include "road_func.h"
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#include "tile_map.h"
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#include "strings_func.h"
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#include "vehicle_func.h"
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#include "sound_func.h"
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#include "core/alloc_func.hpp"
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#ifdef WITH_FREETYPE
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#include "fontcache.h"
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#endif
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@ -24,6 +24,7 @@
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#include "functions.h"
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#include "window_func.h"
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#include "vehicle_base.h"
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#include "core/alloc_func.hpp"
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static uint32 _difficulty_click_a;
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static uint32 _difficulty_click_b;
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@ -7,6 +7,7 @@
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#include "yapf/yapf_settings.h"
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#include "date_type.h"
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#include "town_type.h"
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struct GameOptions {
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GameDifficulty diff;
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@ -13,6 +13,7 @@
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#include "newgrf_station.h"
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#include "cargopacket.h"
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#include "cargo_type.h"
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#include "town_type.h"
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#include "core/geometry_type.hpp"
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#include <list>
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#include <set>
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47
src/town.h
47
src/town.h
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#include "cargo_type.h"
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#include "tile_type.h"
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#include "date_type.h"
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#include "town_type.h"
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enum {
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HOUSE_NO_CLASS = 0,
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@ -68,15 +69,11 @@ enum HouseExtraFlags {
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DECLARE_ENUM_AS_BIT_SET(HouseExtraFlags)
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typedef uint16 HouseID;
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typedef uint16 HouseClassID;
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struct BuildingCounts {
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uint8 id_count[HOUSE_MAX];
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uint8 class_count[HOUSE_CLASS_MAX];
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};
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struct Town;
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DECLARE_OLD_POOL(Town, Town, 3, 8000)
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struct Town : PoolItem<Town, TownID, &_Town_pool> {
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@ -197,12 +194,6 @@ struct HouseSpec {
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const struct GRFFile *grffile; ///< grf file that introduced this house
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};
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enum TownSizeMode {
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TSM_RANDOM,
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TSM_FIXED,
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TSM_CITY
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};
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VARDEF HouseSpec _house_specs[HOUSE_MAX];
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uint32 GetWorldPopulation();
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@ -221,42 +212,6 @@ enum {
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INDUSTRY_REMOVE = 2
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};
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enum {
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/* These refer to the maximums, so Appalling is -1000 to -400
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* MAXIMUM RATINGS BOUNDARIES */
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RATING_MINIMUM = -1000,
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RATING_APPALLING = -400,
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RATING_VERYPOOR = -200,
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RATING_POOR = 0,
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RATING_MEDIOCRE = 200,
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RATING_GOOD = 400,
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RATING_VERYGOOD = 600,
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RATING_EXCELLENT = 800,
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RATING_OUTSTANDING = 1000, ///< OUTSTANDING
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RATING_MAXIMUM = RATING_OUTSTANDING,
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/* RATINGS AFFECTING NUMBERS */
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RATING_TREE_DOWN_STEP = -35,
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RATING_TREE_MINIMUM = RATING_MINIMUM,
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RATING_TREE_UP_STEP = 7,
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RATING_TREE_MAXIMUM = 220,
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RATING_TUNNEL_BRIDGE_DOWN_STEP = -250,
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RATING_TUNNEL_BRIDGE_MINIMUM = 0,
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RATING_INDUSTRY_DOWN_STEP = -1500,
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RATING_INDUSTRY_MINIMUM = RATING_MINIMUM,
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RATING_ROAD_DOWN_STEP = -50,
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RATING_ROAD_MINIMUM = -100,
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RATING_HOUSE_MINIMUM = RATING_MINIMUM,
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RATING_BRIBE_UP_STEP = 200,
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RATING_BRIBE_MAXIMUM = 800,
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RATING_BRIBE_DOWN_TO = -50 // XXX SHOULD BE SOMETHING LOWER?
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};
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/** This is the number of ticks between towns being processed for building new
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* houses or roads. This value originally came from the size of the town array
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* in TTD. */
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77
src/town_type.h
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77
src/town_type.h
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/* $Id$ */
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/** @file town_type.h Types related to towns. */
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#ifndef TOWN_TYPE_H
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#define TOWN_TYPE_H
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#include "core/enum_type.hpp"
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typedef uint16 TownID;
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typedef uint16 HouseID;
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typedef uint16 HouseClassID;
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struct Town;
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struct HouseSpec;
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enum TownSizeMode {
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TSM_RANDOM,
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TSM_FIXED,
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TSM_CITY
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};
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enum {
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/* These refer to the maximums, so Appalling is -1000 to -400
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* MAXIMUM RATINGS BOUNDARIES */
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RATING_MINIMUM = -1000,
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RATING_APPALLING = -400,
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RATING_VERYPOOR = -200,
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RATING_POOR = 0,
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RATING_MEDIOCRE = 200,
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RATING_GOOD = 400,
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RATING_VERYGOOD = 600,
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RATING_EXCELLENT = 800,
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RATING_OUTSTANDING = 1000, ///< OUTSTANDING
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RATING_MAXIMUM = RATING_OUTSTANDING,
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/* RATINGS AFFECTING NUMBERS */
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RATING_TREE_DOWN_STEP = -35,
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RATING_TREE_MINIMUM = RATING_MINIMUM,
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RATING_TREE_UP_STEP = 7,
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RATING_TREE_MAXIMUM = 220,
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RATING_TUNNEL_BRIDGE_DOWN_STEP = -250,
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RATING_TUNNEL_BRIDGE_MINIMUM = 0,
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RATING_INDUSTRY_DOWN_STEP = -1500,
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RATING_INDUSTRY_MINIMUM = RATING_MINIMUM,
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RATING_ROAD_DOWN_STEP = -50,
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RATING_ROAD_MINIMUM = -100,
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RATING_HOUSE_MINIMUM = RATING_MINIMUM,
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RATING_BRIBE_UP_STEP = 200,
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RATING_BRIBE_MAXIMUM = 800,
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RATING_BRIBE_DOWN_TO = -50 // XXX SHOULD BE SOMETHING LOWER?
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};
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/**
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* Town Layouts
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*/
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enum TownLayout {
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TL_NO_ROADS = 0, ///< Build no more roads, but still build houses
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TL_ORIGINAL, ///< Original algorithm (min. 1 distance between roads)
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TL_BETTER_ROADS, ///< Extended original algorithm (min. 2 distance between roads)
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TL_2X2_GRID, ///< Geometric 2x2 grid algorithm
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TL_3X3_GRID, ///< Geometric 3x3 grid algorithm
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NUM_TLS, ///< Number of town layouts
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};
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/* It needs to be 8bits, because we save and load it as such */
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/** Define basic enum properties */
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template <> struct EnumPropsT<TownLayout> : MakeEnumPropsT<TownLayout, byte, TL_NO_ROADS, NUM_TLS, NUM_TLS> {};
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typedef TinyEnumT<TownLayout> TownLayoutByte; //typedefing-enumification of TownLayout
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#endif /* TOWN_TYPE_H */
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#include "window_func.h"
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#include "vehicle_func.h"
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#include "autoreplace_gui.h"
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#include "core/alloc_func.hpp"
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struct Sorting {
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Listing aircraft;
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