author | darkvater |
Tue, 10 Aug 2004 14:42:52 +0000 | |
changeset 4 | cad62d5f9708 |
parent 0 | 29654efe3188 |
child 121 | c2f18f4d8be1 |
permissions | -rw-r--r-- |
0 | 1 |
#ifndef TOWN_H |
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#define TOWN_H |
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#include "player.h" |
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struct Town { |
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TileIndex xy; |
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// Current population of people and amount of houses. |
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uint16 num_houses; |
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uint32 population; |
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// Town name |
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uint16 townnametype; |
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uint32 townnameparts; |
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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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byte flags12; |
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// Which players have a statue? |
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byte statues; |
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// Sort index in listings |
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byte sort_index_obsolete; |
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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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int16 ratings[MAX_PLAYERS]; |
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// Maximum amount of passengers and mail that can be transported. |
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uint16 max_pass; |
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uint16 max_mail; |
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uint16 new_max_pass; |
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uint16 new_max_mail; |
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uint16 act_pass; |
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uint16 act_mail; |
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uint16 new_act_pass; |
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uint16 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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4
cad62d5f9708
(svn r5) -Fix: townname generation of TTDLX savegames. All work
darkvater
parents:
0
diff
changeset
|
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uint16 act_water; |
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uint16 new_act_food; |
4
cad62d5f9708
(svn r5) -Fix: townname generation of TTDLX savegames. All work
darkvater
parents:
0
diff
changeset
|
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uint16 new_act_water; |
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// Time until we rebuild a house. |
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byte time_until_rebuild; |
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// When to grow town next time. |
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byte grow_counter; |
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byte 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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// Index in town array |
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byte index; |
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// NOSAVE: UpdateTownRadius updates this given the house count. |
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uint16 radius[5]; |
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}; |
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void InitializeTown(); |
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void ShowTownViewWindow(uint town); |
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void DeleteTown(Town *t); |
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void ExpandTown(Town *t); |
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bool GrowTown(Town *t); |
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Town *CreateRandomTown(); |
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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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bool CheckforTownRating(uint tile, uint32 flags, Town *t, byte type); |
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#define DEREF_TOWN(i) (&_towns[i]) |
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#define FOR_ALL_TOWNS(c) for(c=_towns; c != endof(_towns); c++) |
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VARDEF Town _towns[70]; |
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VARDEF int _total_towns; // For the AI: the amount of towns active |
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VARDEF bool _town_sort_dirty; |
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VARDEF byte _town_sort_order; |
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VARDEF Town *_cleared_town; |
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VARDEF int _cleared_town_rating; |
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#endif /* TOWN_H */ |