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https://github.com/JGRennison/OpenTTD-patches.git
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153 lines
3.5 KiB
C
153 lines
3.5 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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uint8 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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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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uint16 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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uint32 GetWorldPopulation(void);
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void UpdateTownVirtCoord(Town *t);
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void InitializeTown(void);
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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(void);
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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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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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bool CheckforTownRating(uint tile, uint32 flags, Town *t, byte type);
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VARDEF Town _towns[250];
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VARDEF uint _towns_size;
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VARDEF uint16 *_town_sort;
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static inline Town *GetTown(uint index)
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{
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assert(index < _towns_size);
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return &_towns[index];
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}
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#define FOR_ALL_TOWNS(t) for(t = _towns; t != &_towns[_towns_size]; t++)
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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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