OpenTTD-patches/town.h
darkvater a32d8553e7 (svn r5) -Fix: townname generation of TTDLX savegames. All work
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)
2004-08-10 14:42:52 +00:00

104 lines
2.3 KiB
C

#ifndef TOWN_H
#define TOWN_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.
byte flags12;
// Which players have a statue?
byte statues;
// Sort index in listings
byte sort_index_obsolete;
// 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)
int16 ratings[MAX_PLAYERS];
// Maximum amount of passengers and mail that can be transported.
uint16 max_pass;
uint16 max_mail;
uint16 new_max_pass;
uint16 new_max_mail;
uint16 act_pass;
uint16 act_mail;
uint16 new_act_pass;
uint16 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
byte index;
// NOSAVE: UpdateTownRadius updates this given the house count.
uint16 radius[5];
};
void InitializeTown();
void ShowTownViewWindow(uint town);
void DeleteTown(Town *t);
void ExpandTown(Town *t);
bool GrowTown(Town *t);
Town *CreateRandomTown();
enum {
ROAD_REMOVE = 0,
UNMOVEABLE_REMOVE = 1,
TUNNELBRIDGE_REMOVE = 1,
INDUSTRY_REMOVE = 2
};
bool CheckforTownRating(uint tile, uint32 flags, Town *t, byte type);
#define DEREF_TOWN(i) (&_towns[i])
#define FOR_ALL_TOWNS(c) for(c=_towns; c != endof(_towns); c++)
VARDEF Town _towns[70];
VARDEF int _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 */