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https://github.com/JGRennison/OpenTTD-patches.git
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a32d8553e7
except for German Townnames (also fix one typo on English town-names) -CodeChange: *act_paper to *act_water in Town to more resemble its use -Fix: AI players now retain AI status. Since TTDLX savegame status is not fully documented, some holes exist (AI state is set to one without a vehicle, otherwise it crashes)
104 lines
2.3 KiB
C
104 lines
2.3 KiB
C
#ifndef TOWN_H
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#define TOWN_H
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#include "player.h"
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struct Town {
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TileIndex xy;
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// Current population of people and amount of houses.
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uint16 num_houses;
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uint32 population;
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// Town name
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uint16 townnametype;
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uint32 townnameparts;
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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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byte flags12;
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// Which players have a statue?
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byte statues;
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// Sort index in listings
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byte sort_index_obsolete;
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// Player ratings as well as a mask that determines which players have a rating.
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byte have_ratings;
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uint8 unwanted[MAX_PLAYERS]; // how many months companies aren't wanted by towns (bribe)
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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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uint16 max_pass;
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uint16 max_mail;
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uint16 new_max_pass;
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uint16 new_max_mail;
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uint16 act_pass;
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uint16 act_mail;
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uint16 new_act_pass;
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uint16 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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byte time_until_rebuild;
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// When to grow town next time.
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byte grow_counter;
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byte 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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// Index in town array
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byte index;
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// NOSAVE: UpdateTownRadius updates this given the house count.
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uint16 radius[5];
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};
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void InitializeTown();
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void ShowTownViewWindow(uint town);
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void DeleteTown(Town *t);
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void ExpandTown(Town *t);
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bool GrowTown(Town *t);
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Town *CreateRandomTown();
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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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bool CheckforTownRating(uint tile, uint32 flags, Town *t, byte type);
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#define DEREF_TOWN(i) (&_towns[i])
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#define FOR_ALL_TOWNS(c) for(c=_towns; c != endof(_towns); c++)
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VARDEF Town _towns[70];
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VARDEF int _total_towns; // For the AI: the amount of towns active
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VARDEF bool _town_sort_dirty;
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VARDEF byte _town_sort_order;
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VARDEF Town *_cleared_town;
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VARDEF int _cleared_town_rating;
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#endif /* TOWN_H */
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