#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) uint8 exclusivity; // which player has exslusivity uint8 exclusive_counter; // months till the exclusivity expires 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 uint16 index; // NOSAVE: UpdateTownRadius updates this given the house count. uint16 radius[5]; }; uint32 GetWorldPopulation(void); void UpdateTownVirtCoord(Town *t); void InitializeTown(void); void ShowTownViewWindow(uint town); void DeleteTown(Town *t); void ExpandTown(Town *t); bool GrowTown(Town *t); Town *CreateRandomTown(void); enum { ROAD_REMOVE = 0, UNMOVEABLE_REMOVE = 1, TUNNELBRIDGE_REMOVE = 1, INDUSTRY_REMOVE = 2 }; enum { // These refer to the maximums, so Appalling is -1000 to -400 // MAXIMUM RATINGS BOUNDARIES RATING_MINIMUM = -1000, RATING_APPALLING = -400, RATING_VERYPOOR = -200, RATING_POOR = 0, RATING_MEDIOCRE = 200, RATING_GOOD = 400, RATING_VERYGOOD = 600, RATING_EXCELLENT = 800, RATING_OUTSTANDING= 1000, // OUTSTANDING RATING_MAXIMUM = RATING_OUTSTANDING, // RATINGS AFFECTING NUMBERS RATING_TREE_DOWN_STEP = -35, RATING_TREE_MINIMUM = RATING_MINIMUM, RATING_TREE_UP_STEP = 7, RATING_TREE_MAXIMUM = 220, RATING_TUNNEL_BRIDGE_DOWN_STEP = -250, RATING_TUNNEL_BRIDGE_MINIMUM = 0, RATING_INDUSTRY_DOWN_STEP = -1500, RATING_INDUSTRY_MINIMUM = RATING_MINIMUM, RATING_ROAD_DOWN_STEP = -50, RATING_ROAD_MINIMUM = -100, RATING_HOUSE_MINIMUM = RATING_MINIMUM, RATING_BRIBE_UP_STEP = 200, RATING_BRIBE_MAXIMUM = 800, RATING_BRIBE_DOWN_TO = -50 // XXX SHOULD BE SOMETHING LOWER? }; bool CheckforTownRating(uint tile, uint32 flags, Town *t, byte type); VARDEF Town _towns[70]; VARDEF uint _towns_size; VARDEF uint16 *_town_sort; static inline Town *GetTown(uint index) { assert(index < _towns_size); return &_towns[index]; } #define FOR_ALL_TOWNS(t) for(t = _towns; t != &_towns[_towns_size]; t++) 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 */