town.h
author Darkvater
Sat, 02 Apr 2005 23:05:09 +0000
changeset 1632 10c391e108b7
parent 1377 7ab329d1fc28
child 1784 d0698aac0c2e
permissions -rw-r--r--
(svn r2136) - Fix: [ 1174313 ] terrain hotkeys nonfunctional in scenario editor (D,Q,W,E,R,T,Y,U fltr)
- Fix: 'L' no longer opens ingame terraform bar in scenario editor bar, but the land generator one
- Feature: [ 1095110 ] Create Lake and draggable Create Desert tools (initial implementation GoneWacko), also added sticky buttons to land generator and town generator
- CodeChange: moved around some of the draggable tools, demystifying them
- CodeChange: change CmdBuildCanal to allow for XANDY dragging not only X or Y (only scenario editor)
- CodeChange: add some more enums to sprites.
- TODO: merge most of the ingame and scenario editor land terraform code. This can only be done after OnClickButton function is changed so it also includes the backreference to the widget being clicked, postponed to after 0.4.0
#ifndef TOWN_H
#define TOWN_H

#include "pool.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.
	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
	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(uint attempts);

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 uint16 *_town_sort;

extern MemoryPool _town_pool;

/**
 * Check if a Town really exists.
 */
static inline bool IsValidTown(Town* town)
{
	return town->xy != 0; /* XXX: Replace by INVALID_TILE someday */
}

/**
 * Get the pointer to the town with index 'index'
 */
static inline Town *GetTown(uint index)
{
	return (Town*)GetItemFromPool(&_town_pool, index);
}

/**
 * Get the current size of the TownPool
 */
static inline uint16 GetTownPoolSize(void)
{
	return _town_pool.total_items;
}

#define FOR_ALL_TOWNS_FROM(t, start) for (t = GetTown(start); t != NULL; t = (t->index + 1 < GetTownPoolSize()) ? GetTown(t->index + 1) : NULL)
#define FOR_ALL_TOWNS(t) FOR_ALL_TOWNS_FROM(t, 0)

VARDEF uint _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 */