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+#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_paper;
+ uint16 new_act_food;
+ uint16 new_act_paper;
+
+ // 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 */