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authorrubidium <rubidium@openttd.org>2007-01-02 19:19:48 +0000
committerrubidium <rubidium@openttd.org>2007-01-02 19:19:48 +0000
commit66bbf336c6af7353ef0aeed58002c46543b30635 (patch)
treead4a63860df2626b22f77e7dac712e958bea54cb /src/town.h
parentccc0a3f4dbf58c005b22341ac8874252924690cd (diff)
downloadopenttd-66bbf336c6af7353ef0aeed58002c46543b30635.tar.xz
(svn r7759) -Merge: makefile rewrite. This merge features:
- A proper ./configure, so everything needs to be configured only once, not for every make. - Usage of makedepend when available. This greatly reduces the time needed for generating the dependencies. - A generator for all project files. There is a single file with sources, which is used to generate Makefiles and the project files for MSVC. - Proper support for OSX universal binaries. - Object files for non-MSVC compiles are also placed in separate directories, making is faster to switch between debug and release compiles and it does not touch the directory with the source files. - Functionality to make a bundle of all needed files for for example a nightly or distribution of a binary with all needed GRFs and language files. Note: as this merge moves almost all files, it is recommended to make a backup of your working copy before updating your working copy.
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+/* $Id$ */
+
+#ifndef TOWN_H
+#define TOWN_H
+
+#include "oldpool.h"
+#include "player.h"
+
+enum {
+ INVALID_TOWN = 0xFFFF,
+};
+
+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.
+ // bit 0 = Building funds received
+ // bit 1 = CHURCH
+ // bit 2 = STADIUM
+ byte flags12;
+
+ // Which players have a statue?
+ byte statues;
+
+ // 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)
+ PlayerID 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.
+ uint32 max_pass;
+ uint32 max_mail;
+ uint32 new_max_pass;
+ uint32 new_max_mail;
+ uint32 act_pass;
+ uint32 act_mail;
+ uint32 new_act_pass;
+ uint32 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
+ TownID index;
+
+ // NOSAVE: UpdateTownRadius updates this given the house count.
+ uint16 radius[5];
+};
+
+uint32 GetWorldPopulation(void);
+
+void UpdateTownVirtCoord(Town *t);
+void InitializeTown(void);
+void ShowTownViewWindow(TownID town);
+void ExpandTown(Town *t);
+Town *CreateRandomTown(uint attempts, uint size_mode);
+
+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?
+};
+
+enum {
+/* This is the base "normal" number of towns on the 8x8 map, when
+ * one town should get grown per tick. The other numbers of towns
+ * are then scaled based on that. */
+ TOWN_GROWTH_FREQUENCY = 23,
+/* Simple value that indicates the house has reached final stage of construction*/
+ TOWN_HOUSE_COMPLETED = 3,
+};
+
+/* This enum is used in conjonction with town->flags12.
+ * IT simply states what bit is used for.
+ * It is pretty unrealistic (IMHO) to only have one church/stadium
+ * per town, NO MATTER the population of it.
+ * And there are 5 more bits available on flags12...
+ */
+enum {
+ TOWN_IS_FUNDED = 0, // Town has received some funds for
+ TOWN_HAS_CHURCH = 1, // There can be only one church by town.
+ TOWN_HAS_STADIUM = 2 // There can be only one stadium by town.
+};
+
+bool CheckforTownRating(uint32 flags, Town *t, byte type);
+
+VARDEF const Town** _town_sort;
+
+DECLARE_OLD_POOL(Town, Town, 3, 8000)
+
+/**
+ * Check if a Town really exists.
+ */
+static inline bool IsValidTown(const Town* town)
+{
+ return town->xy != 0;
+}
+
+static inline bool IsValidTownID(TownID index)
+{
+ return index < GetTownPoolSize() && IsValidTown(GetTown(index));
+}
+
+VARDEF uint _total_towns;
+
+static inline TownID GetMaxTownIndex(void)
+{
+ /* TODO - This isn't the real content of the function, but
+ * with the new pool-system this will be replaced with one that
+ * _really_ returns the highest index. Now it just returns
+ * the next safe value we are sure about everything is below.
+ */
+ return GetTownPoolSize() - 1;
+}
+
+static inline uint GetNumTowns(void)
+{
+ return _total_towns;
+}
+
+/**
+ * Return a random valid town.
+ */
+static inline Town *GetRandomTown(void)
+{
+ int num = RandomRange(GetNumTowns());
+ TownID index = INVALID_TOWN;
+
+ while (num >= 0) {
+ num--;
+
+ index++;
+ /* Make sure we have a valid industry */
+ while (!IsValidTownID(index)) {
+ index++;
+ assert(index <= GetMaxTownIndex());
+ }
+ }
+
+ return GetTown(index);
+}
+
+void DestroyTown(Town *t);
+
+static inline void DeleteTown(Town *t)
+{
+ DestroyTown(t);
+ t->xy = 0;
+}
+
+#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))
+#define FOR_ALL_TOWNS(t) FOR_ALL_TOWNS_FROM(t, 0)
+
+VARDEF bool _town_sort_dirty;
+VARDEF byte _town_sort_order;
+
+VARDEF Town *_cleared_town;
+VARDEF int _cleared_town_rating;
+
+#endif /* TOWN_H */