src/town.h
author rubidium
Sun, 01 Jun 2008 16:45:32 +0000
branch0.6
changeset 10801 3ad9dfb5430d
parent 9203 55b0289562a8
child 9287 2e497ff0d009
permissions -rw-r--r--
(svn r13352) [0.6] -Backport from trunk (r13348, r13222, r13221, r13217):
- Fix: Industry tiles would sometimes tell they need a 'level' slope when they do not want the slope (r13348)
- Fix: Attempts to make the old AI perform better (r13217, r13221, r13222)
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/* $Id$ */
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/** @file town.h */
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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 "core/random_func.hpp"
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#include "cargo_type.h"
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#include "tile_type.h"
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#include "date_type.h"
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#include "town_type.h"
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#include "player_type.h"
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#include "newgrf_string_type.h"
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enum {
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	HOUSE_NO_CLASS   = 0,
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	NEW_HOUSE_OFFSET = 110,
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	HOUSE_MAX        = 512,
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	INVALID_TOWN     = 0xFFFF,
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	INVALID_HOUSE_ID = 0xFFFF,
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	/* There can only be as many classes as there are new houses, plus one for
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	 * NO_CLASS, as the original houses don't have classes. */
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	HOUSE_CLASS_MAX  = HOUSE_MAX - NEW_HOUSE_OFFSET + 1,
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};
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enum BuildingFlags {
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	TILE_NO_FLAG         =       0,
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	TILE_SIZE_1x1        = 1U << 0,
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	TILE_NOT_SLOPED      = 1U << 1,
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	TILE_SIZE_2x1        = 1U << 2,
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	TILE_SIZE_1x2        = 1U << 3,
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	TILE_SIZE_2x2        = 1U << 4,
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	BUILDING_IS_ANIMATED = 1U << 5,
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	BUILDING_IS_CHURCH   = 1U << 6,
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	BUILDING_IS_STADIUM  = 1U << 7,
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	BUILDING_HAS_1_TILE  = TILE_SIZE_1x1 | TILE_SIZE_2x1 | TILE_SIZE_1x2 | TILE_SIZE_2x2,
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	BUILDING_2_TILES_X   = TILE_SIZE_2x1 | TILE_SIZE_2x2,
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	BUILDING_2_TILES_Y   = TILE_SIZE_1x2 | TILE_SIZE_2x2,
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	BUILDING_HAS_4_TILES = TILE_SIZE_2x2,
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};
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DECLARE_ENUM_AS_BIT_SET(BuildingFlags)
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enum HouseZonesBits {
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	HZB_TOWN_EDGE = 0,
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	HZB_TOWN_OUTSKIRT,
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	HZB_TOWN_OUTER_SUBURB,
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	HZB_TOWN_INNER_SUBURB,
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	HZB_TOWN_CENTRE,
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};
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enum HouseZones {                  ///< Bit  Value       Meaning
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	HZ_NOZNS             = 0x0000,  ///<       0          This is just to get rid of zeros, meaning none
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	HZ_ZON1              = 1U << HZB_TOWN_EDGE,    ///< 0..4 1,2,4,8,10  which town zones the building can be built in, Zone1 been the further suburb
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	HZ_ZON2              = 1U << HZB_TOWN_OUTSKIRT,
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	HZ_ZON3              = 1U << HZB_TOWN_OUTER_SUBURB,
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	HZ_ZON4              = 1U << HZB_TOWN_INNER_SUBURB,
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	HZ_ZON5              = 1U << HZB_TOWN_CENTRE,  ///<  center of town
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	HZ_ZONALL            = 0x001F,  ///<       1F         This is just to englobe all above types at once
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	HZ_SUBARTC_ABOVE     = 0x0800,  ///< 11    800        can appear in sub-arctic climate above the snow line
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	HZ_TEMP              = 0x1000,  ///< 12   1000        can appear in temperate climate
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	HZ_SUBARTC_BELOW     = 0x2000,  ///< 13   2000        can appear in sub-arctic climate below the snow line
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	HZ_SUBTROPIC         = 0x4000,  ///< 14   4000        can appear in subtropical climate
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	HZ_TOYLND            = 0x8000   ///< 15   8000        can appear in toyland climate
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};
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DECLARE_ENUM_AS_BIT_SET(HouseZones)
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enum HouseExtraFlags {
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	NO_EXTRA_FLAG            =       0,
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	BUILDING_IS_HISTORICAL   = 1U << 0,  ///< this house will only appear during town generation in random games, thus the historical
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	BUILDING_IS_PROTECTED    = 1U << 1,  ///< towns and AI will not remove this house, while human players will be able tp
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	SYNCHRONISED_CALLBACK_1B = 1U << 2,  ///< synchronized callback 1B will be performed, on multi tile houses
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	CALLBACK_1A_RANDOM_BITS  = 1U << 3,  ///< callback 1A needs random bits
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};
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DECLARE_ENUM_AS_BIT_SET(HouseExtraFlags)
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struct BuildingCounts {
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	uint8 id_count[HOUSE_MAX];
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	uint8 class_count[HOUSE_CLASS_MAX];
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};
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DECLARE_OLD_POOL(Town, Town, 3, 8000)
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struct Town : PoolItem<Town, TownID, &_Town_pool> {
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	TileIndex xy;
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	/* Current population of people and amount of houses. */
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	uint32 num_houses;
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	uint32 population;
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	/* Town name */
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	uint32 townnamegrfid;
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	uint16 townnametype;
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	uint32 townnameparts;
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	char *name;
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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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	PlayerByte 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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	int16 test_rating;
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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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	uint16 time_until_rebuild;
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	/* When to grow town next time. */
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	uint16 grow_counter;
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	int16 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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	/* If this is a larger town, and should grow more quickly. */
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	bool larger_town;
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	/* NOSAVE: UpdateTownRadius updates this given the house count. */
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	uint16 radius[5];
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	/* NOSAVE: The number of each type of building in the town. */
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	BuildingCounts building_counts;
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	/**
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	 * Creates a new town
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	 */
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	Town(TileIndex tile = 0);
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	/** Destroy the town */
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	~Town();
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	inline bool IsValid() const { return this->xy != 0; }
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};
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struct HouseSpec {
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	/* Standard properties */
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	Year min_date;                     ///< introduction year of the house
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	Year max_date;                     ///< last year it can be built
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	byte population;                   ///< population (Zero on other tiles in multi tile house.)
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	byte removal_cost;                 ///< cost multiplier for removing it
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	GRFMappedStringID building_name;   ///< building name
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	uint16 remove_rating_decrease;     ///< rating decrease if removed
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	byte mail_generation;              ///< mail generation multiplier (tile based, as the acceptances below)
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	byte cargo_acceptance[3];          ///< acceptance level for the cargo slots
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	CargoID accepts_cargo[3];          ///< 3 input cargo slots
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	BuildingFlags building_flags;      ///< some flags that describe the house (size, stadium etc...)
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	HouseZones building_availability;  ///< where can it be built (climates, zones)
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	bool enabled;                      ///< the house is available to build (true by default, but can be disabled by newgrf)
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	/* NewHouses properties */
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	HouseID substitute_id;             ///< which original house this one is based on
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	struct SpriteGroup *spritegroup;   ///< pointer to the different sprites of the house
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	HouseID override;                  ///< which house this one replaces
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	uint16 callback_mask;              ///< House callback flags
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	byte random_colour[4];             ///< 4 "random" colours
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	byte probability;                  ///< Relative probability of appearing (16 is the standard value)
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	HouseExtraFlags extra_flags;       ///< some more flags
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	HouseClassID class_id;             ///< defines the class this house has (grf file based) @See HouseGetVariable, prop 0x44
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	byte animation_frames;             ///< number of animation frames
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	byte animation_speed;              ///< amount of time between each of those frames
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	byte processing_time;              ///< Periodic refresh multiplier
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	byte minimum_life;                 ///< The minimum number of years this house will survive before the town rebuilds it
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	/* grf file related properties*/
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	uint8 local_id;                    ///< id defined by the grf file for this house
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	const struct GRFFile *grffile;     ///< grf file that introduced this house
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};
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extern HouseSpec _house_specs[HOUSE_MAX];
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uint32 GetWorldPopulation();
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void UpdateTownVirtCoord(Town *t);
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void UpdateAllTownVirtCoords();
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void InitializeTown();
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void ShowTownViewWindow(TownID town);
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void ExpandTown(Town *t);
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Town *CreateRandomTown(uint attempts, TownSizeMode mode, uint size);
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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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/** This is the number of ticks between towns being processed for building new
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 * houses or roads. This value originally came from the size of the town array
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 * in TTD. */
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static const byte TOWN_GROWTH_FREQUENCY = 70;
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/** Simple value that indicates the house has reached the final stage of
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 * construction. */
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static const byte TOWN_HOUSE_COMPLETED = 3;
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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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static inline HouseSpec *GetHouseSpecs(HouseID house_id)
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{
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	assert(house_id < HOUSE_MAX);
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	return &_house_specs[house_id];
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}
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/**
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 * Check if a TownID is valid.
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 * @param index to inquiry in the pool of town
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 * @return true if it exists
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 */
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static inline bool IsValidTownID(TownID index)
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{
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	return index < GetTownPoolSize() && GetTown(index)->IsValid();
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}
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static inline TownID GetMaxTownIndex()
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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 GetTownPoolSize() - 1;
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}
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static inline uint GetNumTowns()
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{
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	extern uint _total_towns;
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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()
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{
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	int num = RandomRange(GetNumTowns());
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	TownID index = INVALID_TOWN;
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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 town */
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		while (!IsValidTownID(index)) {
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			index++;
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			assert(index <= GetMaxTownIndex());
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		}
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	}
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	return GetTown(index);
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}
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Town *CalcClosestTownFromTile(TileIndex tile, uint threshold);
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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 (t->IsValid())
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#define FOR_ALL_TOWNS(t) FOR_ALL_TOWNS_FROM(t, 0)
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extern bool _town_sort_dirty;
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extern byte _town_sort_order;
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extern const Town **_town_sort;
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extern Town *_cleared_town;
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extern int _cleared_town_rating;
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uint OriginalTileRandomiser(uint x, uint y);
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void ResetHouses();
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void ClearTownHouse(Town *t, TileIndex tile);
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void AfterLoadTown();
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void UpdateTownMaxPass(Town *t);
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void UpdateTownRadius(Town *t);
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bool CheckIfAuthorityAllows(TileIndex tile);
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Town *ClosestTownFromTile(TileIndex tile, uint threshold);
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void ChangeTownRating(Town *t, int add, int max);
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HouseZonesBits GetTownRadiusGroup(const Town* t, TileIndex tile);
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void SetTownRatingTestMode(bool mode);
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#endif /* TOWN_H */