(svn r4261) CodeChange : Add and Use Accessor for Houses Construction. And cleaning on town.flags12 too
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44
town.h
44
town.h
@@ -21,6 +21,9 @@ struct Town {
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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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@@ -92,15 +95,15 @@ enum {
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enum {
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// These refer to the maximums, so Appalling is -1000 to -400
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// MAXIMUM RATINGS BOUNDARIES
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RATING_MINIMUM = -1000,
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RATING_APPALLING = -400,
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RATING_VERYPOOR = -200,
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RATING_POOR = 0,
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RATING_MEDIOCRE = 200,
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RATING_GOOD = 400,
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RATING_VERYGOOD = 600,
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RATING_EXCELLENT = 800,
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RATING_OUTSTANDING= 1000, // OUTSTANDING
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RATING_MINIMUM = -1000,
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RATING_APPALLING = -400,
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RATING_VERYPOOR = -200,
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RATING_POOR = 0,
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RATING_MEDIOCRE = 200,
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RATING_GOOD = 400,
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RATING_VERYGOOD = 600,
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RATING_EXCELLENT = 800,
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RATING_OUTSTANDING = 1000, // OUTSTANDING
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RATING_MAXIMUM = RATING_OUTSTANDING,
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@@ -122,7 +125,28 @@ enum {
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RATING_BRIBE_UP_STEP = 200,
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RATING_BRIBE_MAXIMUM = 800,
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RATING_BRIBE_DOWN_TO = -50 // XXX SHOULD BE SOMETHING LOWER?
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RATING_BRIBE_DOWN_TO = -50 // XXX SHOULD BE SOMETHING LOWER?
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};
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enum {
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/* This is the base "normal" number of towns on the 8x8 map, when
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* one town should get grown per tick. The other numbers of towns
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* are then scaled based on that. */
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TOWN_GROWTH_FREQUENCY = 23,
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/* Simple value that indicates the house has reached final stage of construction*/
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TOWN_HOUSE_COMPLETED = 3,
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};
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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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