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https://github.com/JGRennison/OpenTTD-patches.git
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227 lines
5.4 KiB
C
227 lines
5.4 KiB
C
/* $Id$ */
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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 "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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// 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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// 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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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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PlayerID 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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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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TownID 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(TownID town);
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void ExpandTown(Town *t);
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Town *CreateRandomTown(uint attempts, uint size_mode);
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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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enum {
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/* This is the base "normal" number of towns on the 8x8 map, when
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* one town should get grown per tick. The other numbers of towns
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* are then scaled based on that. */
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TOWN_GROWTH_FREQUENCY = 23,
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/* Simple value that indicates the house has reached final stage of construction*/
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TOWN_HOUSE_COMPLETED = 3,
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};
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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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VARDEF const Town** _town_sort;
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DECLARE_OLD_POOL(Town, Town, 3, 8000)
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/**
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* Check if a Town really exists.
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*/
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static inline bool IsValidTown(const Town* town)
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{
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return town->xy != 0;
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}
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VARDEF uint _total_towns;
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static inline TownID GetMaxTownIndex(void)
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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 _total_towns - 1;
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}
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static inline uint GetNumTowns(void)
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{
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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(void)
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{
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uint num = RandomRange(GetNumTowns());
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uint index = 0;
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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 industry */
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while (GetTown(index) == NULL) {
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index++;
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if (index > GetMaxTownIndex()) index = 0;
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}
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}
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return GetTown(index);
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}
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static inline bool IsValidTownID(uint index)
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{
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return index < GetTownPoolSize() && IsValidTown(GetTown(index));
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}
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void DestroyTown(Town *t);
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static inline void DeleteTown(Town *t)
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{
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DestroyTown(t);
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t->xy = 0;
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}
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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 (IsValidTown(t))
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#define FOR_ALL_TOWNS(t) FOR_ALL_TOWNS_FROM(t, 0)
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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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