/* Zone Stuff */
-
-DoZone(void)
+void ZonePlop (int base);
+void IndPlop (int Den, int Value);
+void ComPlop (int Den, int Value);
+void ResPlop (int Den, int Value);
+int EvalLot (int x, int y);
+void BuildHouse(int value);
+void DoIndOut(int pop, int value);
+void DoComOut(int pop, int value);
+void DoResOut(int pop, int value);
+void IncROG(int amount);
+void DoIndIn(int pop, int value);
+void DoComIn(int pop, int value);
+void DoResIn(int pop, int value);
+void MakeHosp(void);
+void DoResidential(int ZonePwrFlg);
+int EvalRes (int traf);
+int EvalCom (int traf);
+int GetCRVal(void);
+void DoCommercial(int ZonePwrFlg);
+void DoIndustrial(int ZonePwrFlg);
+int EvalInd (int traf);
+void DoHospChur(void);
+
+
+void DoZone(void)
{
short ZonePwrFlg;
}
+void
DoHospChur(void)
{
if (CChr9 == HOSPITAL) {
#define ASCBIT (ANIMBIT | CONDBIT | BURNBIT)
#define REGBIT (CONDBIT | BURNBIT)
+void
SetSmoke(int ZonePower)
{
static short AniThis[8] = { T, F, T, T, F, F, T, T };
static short DX1[8] = { -1, 0, 1, 0, 0, 0, 0, 1 };
static short DY1[8] = { -1, 0, -1, -1, 0, 0, -1, -1 };
+#if 0
static short DX2[8] = { -1, 0, 1, 1, 0, 0, 1, 1 };
static short DY2[8] = { -1, 0, 0, -1, 0, 0, -1, 0 };
+#endif
static short AniTabA[8] = { 0, 0, 32, 40, 0, 0, 48, 56 };
static short AniTabB[8] = { 0, 0, 36, 44, 0, 0, 52, 60 };
static short AniTabC[8] = { IND1, 0, IND2, IND4, 0, 0, IND6, IND8 };
}
+void
DoIndustrial(int ZonePwrFlg)
{
short tpop, zscore, TrfGood;
}
+void
DoCommercial(int ZonePwrFlg)
{
register short tpop, TrfGood;
}
+void
DoResidential(int ZonePwrFlg)
{
short tpop, zscore, locvalve, value, TrfGood;
}
+void
MakeHosp(void)
{
if (NeedHosp > 0) {
}
+int
GetCRVal(void)
{
register short LVal;
}
+void
DoResIn(int pop, int value)
{
short z;
}
+void
DoComIn(int pop, int value)
{
register short z;
}
+void
DoIndIn(int pop, int value)
{
if (pop < 4) {
}
+void
IncROG(int amount)
{
RateOGMem[SMapX>>3][SMapY>>3] += amount<<2;
}
+void
DoResOut(int pop, int value)
{
static short Brdr[9] = {0,3,6,1,4,7,2,5,8};
}
+void
DoComOut(int pop, int value)
{
if (pop > 1) {
}
+void
DoIndOut(int pop, int value)
{
if (pop > 1) {
}
+int
RZPop(int Ch9)
{
short CzDen;
}
+int
CZPop(int Ch9)
{
short CzDen;
}
+int
IZPop(int Ch9)
{
short CzDen;
}
+void
BuildHouse(int value)
{
short z, score, hscore, BestLoc;
}
+void
ResPlop (int Den, int Value)
{
short base;
}
+void
ComPlop (int Den, int Value)
{
short base;
}
+void
IndPlop (int Den, int Value)
{
short base;
}
+int
EvalLot (int x, int y)
{
short z, score;
}
+void
ZonePlop (int base)
{
short z, x;
int yy = SMapY + Zy[z];
if (TestBounds(xx, yy)) {
x = Map[xx][yy] & LOMASK;
- if ((x >= FLOOD) && (x < ROADBASE)) return (FALSE);
+ if ((x >= FLOOD) && (x < ROADBASE)) return;
}
}
for (z = 0; z < 9; z++) {
}
+int
EvalRes (int traf)
{
register short Value;
}
+int
EvalCom (int traf)
{
short Value;
}
+int
EvalInd (int traf)
{
if (traf < 0) return (-1000);
}
+int
DoFreePop (void)
{
short count;
}
+int
SetZPower(void) /* set bit in MapWord depending on powermap */
{
+#if 0
short z;
+#endif
QUAD PowerWrd;
/* TestPowerBit was taking alot of time so I inlined it. -Don */