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https://github.com/JGRennison/OpenTTD-patches.git
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404 lines
12 KiB
C
404 lines
12 KiB
C
/* $Id$ */
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/** @file town.h Base of the town class. */
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#ifndef TOWN_H
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#define TOWN_H
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#include "oldpool.h"
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#include "core/bitmath_func.hpp"
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#include "core/random_func.hpp"
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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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#include "player_type.h"
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#include "settings_type.h"
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#include "strings_type.h"
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#include "viewport_type.h"
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#include "economy_type.h"
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enum {
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HOUSE_NO_CLASS = 0,
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NEW_HOUSE_OFFSET = 110,
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HOUSE_MAX = 512,
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INVALID_TOWN = 0xFFFF,
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INVALID_HOUSE_ID = 0xFFFF,
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/* There can only be as many classes as there are new houses, plus one for
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* NO_CLASS, as the original houses don't have classes. */
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HOUSE_CLASS_MAX = HOUSE_MAX - NEW_HOUSE_OFFSET + 1,
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};
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enum BuildingFlags {
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TILE_NO_FLAG = 0,
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TILE_SIZE_1x1 = 1U << 0,
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TILE_NOT_SLOPED = 1U << 1,
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TILE_SIZE_2x1 = 1U << 2,
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TILE_SIZE_1x2 = 1U << 3,
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TILE_SIZE_2x2 = 1U << 4,
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BUILDING_IS_ANIMATED = 1U << 5,
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BUILDING_IS_CHURCH = 1U << 6,
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BUILDING_IS_STADIUM = 1U << 7,
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BUILDING_HAS_1_TILE = TILE_SIZE_1x1 | TILE_SIZE_2x1 | TILE_SIZE_1x2 | TILE_SIZE_2x2,
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BUILDING_2_TILES_X = TILE_SIZE_2x1 | TILE_SIZE_2x2,
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BUILDING_2_TILES_Y = TILE_SIZE_1x2 | TILE_SIZE_2x2,
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BUILDING_HAS_4_TILES = TILE_SIZE_2x2,
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};
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DECLARE_ENUM_AS_BIT_SET(BuildingFlags)
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enum HouseZonesBits {
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HZB_BEGIN = 0,
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HZB_TOWN_EDGE = 0,
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HZB_TOWN_OUTSKIRT,
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HZB_TOWN_OUTER_SUBURB,
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HZB_TOWN_INNER_SUBURB,
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HZB_TOWN_CENTRE,
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HZB_END,
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};
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assert_compile(HZB_END == 5);
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DECLARE_POSTFIX_INCREMENT(HouseZonesBits)
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enum HouseZones { ///< Bit Value Meaning
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HZ_NOZNS = 0x0000, ///< 0 This is just to get rid of zeros, meaning none
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HZ_ZON1 = 1U << HZB_TOWN_EDGE, ///< 0..4 1,2,4,8,10 which town zones the building can be built in, Zone1 been the further suburb
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HZ_ZON2 = 1U << HZB_TOWN_OUTSKIRT,
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HZ_ZON3 = 1U << HZB_TOWN_OUTER_SUBURB,
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HZ_ZON4 = 1U << HZB_TOWN_INNER_SUBURB,
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HZ_ZON5 = 1U << HZB_TOWN_CENTRE, ///< center of town
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HZ_ZONALL = 0x001F, ///< 1F This is just to englobe all above types at once
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HZ_SUBARTC_ABOVE = 0x0800, ///< 11 800 can appear in sub-arctic climate above the snow line
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HZ_TEMP = 0x1000, ///< 12 1000 can appear in temperate climate
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HZ_SUBARTC_BELOW = 0x2000, ///< 13 2000 can appear in sub-arctic climate below the snow line
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HZ_SUBTROPIC = 0x4000, ///< 14 4000 can appear in subtropical climate
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HZ_TOYLND = 0x8000 ///< 15 8000 can appear in toyland climate
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};
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DECLARE_ENUM_AS_BIT_SET(HouseZones)
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enum HouseExtraFlags {
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NO_EXTRA_FLAG = 0,
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BUILDING_IS_HISTORICAL = 1U << 0, ///< this house will only appear during town generation in random games, thus the historical
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BUILDING_IS_PROTECTED = 1U << 1, ///< towns and AI will not remove this house, while human players will be able tp
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SYNCHRONISED_CALLBACK_1B = 1U << 2, ///< synchronized callback 1B will be performed, on multi tile houses
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CALLBACK_1A_RANDOM_BITS = 1U << 3, ///< callback 1A needs random bits
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};
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DECLARE_ENUM_AS_BIT_SET(HouseExtraFlags)
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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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DECLARE_OLD_POOL(Town, Town, 3, 8000)
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struct Town : PoolItem<Town, TownID, &_Town_pool> {
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TileIndex xy;
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/* Current population of people and amount of houses. */
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uint32 num_houses;
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uint32 population;
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/* Town name */
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uint32 townnamegrfid;
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uint16 townnametype;
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uint32 townnameparts;
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char *name;
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/* NOSAVE: Location of name sign, UpdateTownVirtCoord updates this. */
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ViewportSign sign;
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/* Makes sure we don't build certain house types twice.
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* bit 0 = Building funds received
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* bit 1 = CHURCH
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* bit 2 = STADIUM */
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byte flags12;
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/* level of noise that all the airports are generating */
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uint16 noise_reached;
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/* Which players have a statue? */
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byte statues;
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/* Player ratings as well as a mask that determines which players have a rating. */
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PlayerMask have_ratings;
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uint8 unwanted[MAX_PLAYERS]; ///< how many months companies aren't wanted by towns (bribe)
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PlayerByte exclusivity; ///< which player has exslusivity
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uint8 exclusive_counter; ///< months till the exclusivity expires
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int16 ratings[MAX_PLAYERS];
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/* Maximum amount of passengers and mail that can be transported. */
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uint32 max_pass;
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uint32 max_mail;
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uint32 new_max_pass;
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uint32 new_max_mail;
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uint32 act_pass;
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uint32 act_mail;
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uint32 new_act_pass;
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uint32 new_act_mail;
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/* Amount of passengers that were transported. */
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byte pct_pass_transported;
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byte pct_mail_transported;
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/* Amount of food and paper that was transported. Actually a bit mask would be enough. */
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uint16 act_food;
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uint16 act_water;
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uint16 new_act_food;
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uint16 new_act_water;
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/* Time until we rebuild a house. */
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uint16 time_until_rebuild;
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/* When to grow town next time. */
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uint16 grow_counter;
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int16 growth_rate;
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/* Fund buildings program in action? */
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byte fund_buildings_months;
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/* Fund road reconstruction in action? */
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byte road_build_months;
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/* If this is a larger town, and should grow more quickly. */
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bool larger_town;
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/* NOSAVE: UpdateTownRadius updates this given the house count. */
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uint32 squared_town_zone_radius[HZB_END];
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/* NOSAVE: The number of each type of building in the town. */
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BuildingCounts building_counts;
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/* NOSAVE: The town specific road layout */
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TownLayout layout;
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/**
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* Creates a new town
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*/
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Town(TileIndex tile = 0);
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/** Destroy the town */
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~Town();
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inline bool IsValid() const { return this->xy != 0; }
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void InitializeLayout();
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inline TownLayout GetActiveLayout() const;
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/** Calculate the max town noise
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* The value is counted using the population divided by the content of the
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* entry in town_noise_population corespondig to the town's tolerance.
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* To this result, we add 3, which is the noise of the lowest airport.
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* So user can at least buld that airport
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* @return the maximum noise level the town will tolerate */
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inline uint16 MaxTownNoise() const {
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if (this->population == 0) return 0; // no population? no noise
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return ((this->population / _settings_game.economy.town_noise_population[_settings_game.difficulty.town_council_tolerance]) + 3);
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}
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};
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/**
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* Get the current valid layout for the town
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* @return the active layout for this town
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*/
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inline TownLayout Town::GetActiveLayout() const
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{
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return (_settings_game.economy.town_layout == TL_RANDOM) ? this->layout : _settings_game.economy.town_layout;
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}
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struct HouseSpec {
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/* Standard properties */
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Year min_year; ///< introduction year of the house
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Year max_year; ///< last year it can be built
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byte population; ///< population (Zero on other tiles in multi tile house.)
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byte removal_cost; ///< cost multiplier for removing it
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StringID building_name; ///< building name
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uint16 remove_rating_decrease; ///< rating decrease if removed
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byte mail_generation; ///< mail generation multiplier (tile based, as the acceptances below)
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byte cargo_acceptance[3]; ///< acceptance level for the cargo slots
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CargoID accepts_cargo[3]; ///< 3 input cargo slots
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BuildingFlags building_flags; ///< some flags that describe the house (size, stadium etc...)
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HouseZones building_availability; ///< where can it be built (climates, zones)
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bool enabled; ///< the house is available to build (true by default, but can be disabled by newgrf)
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/* NewHouses properties */
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HouseID substitute_id; ///< which original house this one is based on
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struct SpriteGroup *spritegroup; ///< pointer to the different sprites of the house
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HouseID override; ///< which house this one replaces
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uint16 callback_mask; ///< House callback flags
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byte random_colour[4]; ///< 4 "random" colours
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byte probability; ///< Relative probability of appearing (16 is the standard value)
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HouseExtraFlags extra_flags; ///< some more flags
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HouseClassID class_id; ///< defines the class this house has (grf file based) @See HouseGetVariable, prop 0x44
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byte animation_frames; ///< number of animation frames
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byte animation_speed; ///< amount of time between each of those frames
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byte processing_time; ///< Periodic refresh multiplier
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byte minimum_life; ///< The minimum number of years this house will survive before the town rebuilds it
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/* grf file related properties*/
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uint8 local_id; ///< id defined by the grf file for this house
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const struct GRFFile *grffile; ///< grf file that introduced this house
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/**
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* Get the cost for removing this house
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* @return the cost (inflation corrected etc)
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*/
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Money GetRemovalCost() const;
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};
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extern HouseSpec _house_specs[HOUSE_MAX];
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uint32 GetWorldPopulation();
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void UpdateTownVirtCoord(Town *t);
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void UpdateAllTownVirtCoords();
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void InitializeTown();
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void ShowTownViewWindow(TownID town);
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void ExpandTown(Town *t);
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Town *CreateRandomTown(uint attempts, TownSizeMode mode, uint size);
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enum {
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ROAD_REMOVE = 0,
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UNMOVEABLE_REMOVE = 1,
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TUNNELBRIDGE_REMOVE = 1,
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INDUSTRY_REMOVE = 2
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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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static const byte TOWN_GROWTH_FREQUENCY = 70;
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/** Simple value that indicates the house has reached the final stage of
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* construction. */
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static const byte TOWN_HOUSE_COMPLETED = 3;
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/** This enum is used in conjonction with town->flags12.
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* IT simply states what bit is used for.
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* It is pretty unrealistic (IMHO) to only have one church/stadium
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* per town, NO MATTER the population of it.
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* And there are 5 more bits available on flags12...
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*/
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enum {
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TOWN_IS_FUNDED = 0, ///< Town has received some funds for
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TOWN_HAS_CHURCH = 1, ///< There can be only one church by town.
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TOWN_HAS_STADIUM = 2 ///< There can be only one stadium by town.
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};
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bool CheckforTownRating(uint32 flags, Town *t, byte type);
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static inline HouseSpec *GetHouseSpecs(HouseID house_id)
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{
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assert(house_id < HOUSE_MAX);
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return &_house_specs[house_id];
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}
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TileIndex GetHouseNorthPart(HouseID &house);
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/**
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* Check if a TownID is valid.
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* @param index to inquiry in the pool of town
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* @return true if it exists
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*/
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static inline bool IsValidTownID(TownID index)
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{
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return index < GetTownPoolSize() && GetTown(index)->IsValid();
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}
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static inline TownID GetMaxTownIndex()
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{
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/* TODO - This isn't the real content of the function, but
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* with the new pool-system this will be replaced with one that
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* _really_ returns the highest index. Now it just returns
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* the next safe value we are sure about everything is below.
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*/
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return GetTownPoolSize() - 1;
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}
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static inline uint GetNumTowns()
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{
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extern uint _total_towns;
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return _total_towns;
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}
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/**
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* Return a random valid town.
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*/
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static inline Town *GetRandomTown()
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{
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int num = RandomRange(GetNumTowns());
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TownID index = INVALID_TOWN;
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while (num >= 0) {
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num--;
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index++;
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/* Make sure we have a valid town */
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while (!IsValidTownID(index)) {
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index++;
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assert(index <= GetMaxTownIndex());
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}
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}
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return GetTown(index);
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}
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Town *CalcClosestTownFromTile(TileIndex tile, uint threshold);
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#define FOR_ALL_TOWNS_FROM(t, start) for (t = GetTown(start); t != NULL; t = (t->index + 1U < GetTownPoolSize()) ? GetTown(t->index + 1U) : NULL) if (t->IsValid())
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#define FOR_ALL_TOWNS(t) FOR_ALL_TOWNS_FROM(t, 0)
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extern Town *_cleared_town;
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extern int _cleared_town_rating;
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void ResetHouses();
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void ClearTownHouse(Town *t, TileIndex tile);
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void AfterLoadTown();
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void UpdateTownMaxPass(Town *t);
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void UpdateTownRadius(Town *t);
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bool CheckIfAuthorityAllows(TileIndex tile);
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Town *ClosestTownFromTile(TileIndex tile, uint threshold);
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void ChangeTownRating(Town *t, int add, int max);
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HouseZonesBits GetTownRadiusGroup(const Town* t, TileIndex tile);
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void SetTownRatingTestMode(bool mode);
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/**
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* Calculate a hash value from a tile position
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*
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* @param x The X coordinate
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* @param y The Y coordinate
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* @return The hash of the tile
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*/
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static inline uint TileHash(uint x, uint y)
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{
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uint hash = x >> 4;
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hash ^= x >> 6;
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hash ^= y >> 4;
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hash -= y >> 6;
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return hash;
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}
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/**
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* Get the last two bits of the TileHash
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* from a tile position.
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*
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* @see TileHash()
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* @param x The X coordinate
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* @param y The Y coordinate
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* @return The last two bits from hash of the tile
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*/
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static inline uint TileHash2Bit(uint x, uint y)
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{
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return GB(TileHash(x, y), 0, 2);
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}
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#endif /* TOWN_H */
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