(svn r9386) [gamebalance] -Feature: Selling and buying land costs now take proximity to town centers into account. Move some code around while I'm at it. Also selling land gives as much money as buying land costs.
/* $Id$ */
/** @file cargotype.h */
#ifndef CARGOTYPE_H
#define CARGOTYPE_H
typedef uint32 CargoLabel;
enum TownEffect {
TE_NONE,
TE_PASSENGERS,
TE_MAIL,
TE_GOODS,
TE_WATER,
TE_FOOD,
};
struct CargoSpec {
uint8 bitnum;
CargoLabel label;
uint32 grfid;
uint8 legend_colour;
uint8 rating_colour;
uint8 weight;
uint16 initial_payment;
uint8 transit_days[2];
bool is_freight;
TownEffect town_effect; ///< The effect this cargo type has on towns
uint16 multipliertowngrowth;
uint8 callbackflags;
StringID name;
StringID name_plural;
StringID units_volume;
StringID quantifier;
StringID abbrev;
SpriteID sprite;
uint16 classes;
bool IsValid() const;
};
extern uint32 _cargo_mask;
/* Set up the default cargo types for the given landscape type */
void SetupCargoForClimate(LandscapeID l);
/* Retrieve cargo details for the given cargo ID */
const CargoSpec *GetCargo(CargoID c);
/* Get the cargo ID with the cargo label */
CargoID GetCargoIDByLabel(CargoLabel cl);
static inline bool IsCargoInClass(CargoID c, uint16 cc)
{
return (GetCargo(c)->classes & cc) != 0;
}
#endif /* CARGOTYPE_H */