annotate src/industry.h @ 7186:0a85b5cc61f4 draft

(svn r10460) -Codechange: add some more variables needed for newindustries regarding to the creation of the industries.
author rubidium <rubidium@openttd.org>
date Sat, 07 Jul 2007 08:53:19 +0000
parents 0398071acc00
children 39b4e2291424
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1 /* $Id$ */
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3 /** @file industry.h */
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4
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5 #ifndef INDUSTRY_H
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6 #define INDUSTRY_H
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7
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8 #include "oldpool.h"
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9 #include "helpers.hpp"
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11 typedef byte IndustryGfx;
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12 typedef uint8 IndustryType;
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13
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14 enum {
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15 INVALID_INDUSTRY = 0xFFFF,
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16 NEW_INDUSTRYOFFSET = 37, ///< original number of industries
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17 NUM_INDUSTRYTYPES = 37, ///< total number of industries, new and old
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18 INDUSTRYTILE_NOANIM = 0xFF, ///< flag to mark industry tiles as having no animation
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19 NEW_INDUSTRYTILEOFFSET = 175, ///< original number of tiles
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20 INVALID_INDUSTRYTYPE = NUM_INDUSTRYTYPES, ///< one above amount is considered invalid
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21 NUM_INDUSTRYTILES = NEW_INDUSTRYTILEOFFSET, ///< total number of industry tiles, new and old
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22 INVALID_INDUSTRYTILE = NUM_INDUSTRYTILES, ///< one above amount is considered invalid
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23 };
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25 enum {
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26 CLEAN_RANDOMSOUNDS, ///< Free the dynamically allocated sounds table
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27 CLEAN_TILELSAYOUT, ///< Free the dynamically allocated tile layout structure
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28 };
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30 enum IndustryLifeType {
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31 INDUSTRYLIFE_BLACK_HOLE = 0, ///< Like power plants and banks
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32 INDUSTRYLIFE_EXTRACTIVE = 1 << 0, ///< Like mines
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33 INDUSTRYLIFE_ORGANIC = 1 << 1, ///< Like forests
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34 INDUSTRYLIFE_PROCESSING = 1 << 2, ///< Like factories
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35 };
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36
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37 /* Procedures that can be run to check whether an industry may
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38 * build at location the given to the procedure */
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39 enum CheckProc {
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40 CHECK_NOTHING,
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41 CHECK_FOREST,
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42 CHECK_REFINERY,
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43 CHECK_FARM,
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44 CHECK_PLANTATION,
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45 CHECK_WATER,
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46 CHECK_LUMBERMILL,
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47 CHECK_BUBBLEGEN,
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48 CHECK_OIL_RIG,
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49 CHECK_END,
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50 };
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51
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52 enum IndustryConstructionType {
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53 ICT_UNKNOWN,
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54 ICT_NORMAL_GAMEPLAY,
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55 ICT_MAP_GENERATION,
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56 ICT_SCENARIO_EDITOR
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57 };
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58
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59 enum IndustyBehaviour {
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60 INDUSTRYBEH_NONE = 0,
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61 INDUSTRYBEH_PLANT_FIELDS = 1 << 0, ///< periodically plants fileds around itself (temp and artic farms)
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62 INDUSTRYBEH_CUT_TREES = 1 << 1, ///< cuts trees and produce first output cargo from them (lumber mill)
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63 INDUSTRYBEH_BUILT_ONWATER = 1 << 2, ///< is built on water (oil rig)
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64 INDUSTRYBEH_TOWN1200_MORE = 1 << 3, ///< can only be built in towns larger then 1200 inhabitants (temperate bank)
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65 INDUSTRYBEH_ONLY_INTOWN = 1 << 4, ///< can only be built in towns (arctic/tropic banks, water tower)
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66 INDUSTRYBEH_ONLY_NEARTOWN = 1 << 5, ///< is always built near towns (toy shop)
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67 INDUSTRYBEH_PLANT_ON_BUILT = 1 << 6, ///< Fields are planted around when built (all farms)
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68 INDUSTRYBEH_DONT_INCR_PROD = 1 << 7, ///< do not increase production (oil wells) in the temperate climate
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69 INDUSTRYBEH_BEFORE_1950 = 1 << 8, ///< can only be built before 1950 (oil wells)
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70 INDUSTRYBEH_AFTER_1960 = 1 << 9, ///< can only be built after 1960 (oil rigs)
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71 INDUSTRYBEH_AI_AIRSHIP_ROUTES = 1 << 10, ///< ai will attempt to establish air/ship routes to this industry (oil rig)
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72 INDUSTRYBEH_AIRPLANE_ATTACKS = 1 << 11, ///< can be exploded by a military airplane (oil refinery)
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73 INDUSTRYBEH_CHOPPER_ATTACKS = 1 << 12, ///< can be exploded by a military helicopter (factory)
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74 INDUSTRYBEH_CAN_SUBSIDENCE = 1 << 13, ///< can cause a subsidence (coal mine, shaft that collapses)
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75 };
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76
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77
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78 DECLARE_ENUM_AS_BIT_SET(IndustyBehaviour);
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79
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80 /**
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81 * Defines the internal data of a functionnal industry
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82 */
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83 struct Industry {
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84 TileIndex xy; ///< coordinates of the primary tile the industry is built one
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85 byte width;
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86 byte height;
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87 const Town *town; ///< Nearest town
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88 uint16 produced_cargo_waiting[2]; ///< amount of cargo produced per cargo
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89 uint16 incoming_cargo_waiting[3]; ///< incoming cargo waiting to be processed
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90 byte production_rate[2]; ///< production rate for each cargo
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91 byte prod_level; ///< general production level
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92 uint16 this_month_production[2]; ///< stats of this month's production per cargo
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93 uint16 this_month_transported[2]; ///< stats of this month's transport per cargo
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94 byte last_month_pct_transported[2]; ///< percentage transported per cargo in the last full month
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95 uint16 last_month_production[2]; ///< total units produced per cargo in the last full month
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96 uint16 last_month_transported[2]; ///< total units transported per cargo in the last full month
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97 uint16 counter; ///< used for animation and/or production (if available cargo)
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98
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99 IndustryType type; ///< type of industry. see IT_COAL_MINE and others
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100 OwnerByte owner; ///< owner of the industry. Which SHOULD always be (imho) OWNER_NONE
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101 byte random_color; ///< randomized colour of the industry, for display purpose
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102 Year last_prod_year; ///< last year of production
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103 byte was_cargo_delivered; ///< flag that indicate this has been the closest industry chosen for cargo delivery by a station. see DeliverGoodsToIndustry
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104
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105 IndustryID index; ///< index of the industry in the pool of industries
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106
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107 OwnerByte founder; ///< Founder of the industry
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108 Date construction_date; ///< Date of the construction of the industry
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109 uint8 construction_type; ///< Way the industry was constructed (@see IndustryConstructionType)
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110 Date last_cargo_accepted_at; ///< Last day cargo was accepted by this industry
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111 };
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112
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113 struct IndustryTileTable {
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114 TileIndexDiffC ti;
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115 IndustryGfx gfx;
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116 };
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117
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118 /** Data related to the handling of grf files. Common to both industry and industry tile */
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119 struct GRFFileProps {
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120 uint8 subst_id;
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121 uint16 local_id; ///< id defined by the grf file for this industry
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122 struct SpriteGroup *spritegroup; ///< pointer to the different sprites of the industry
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123 const struct GRFFile *grffile; ///< grf file that introduced this industry
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124 uint16 override; ///< id of the entity been replaced by
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125 };
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126
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127 /**
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128 * Defines the data structure for constructing industry.
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129 */
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130 struct IndustrySpec {
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131 const IndustryTileTable *const *table;///< List of the tiles composing the industry
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132 byte num_table; ///< Number of elements in the table
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133 uint8 cost_multiplier; ///< Base cost multiplier.
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134 uint16 raw_industry_cost_multiplier; ///< Multiplier for the raw industries cost
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135 uint32 prospecting_chance; ///< Chance prospecting succeeds
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136 IndustryType conflicting[3]; ///< Industries this industry cannot be close to
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137 byte check_proc; ///< Index to a procedure to check for conflicting circumstances
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138 CargoID produced_cargo[2];
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139 byte production_rate[2];
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140 byte minimal_cargo; ///< minimum amount of cargo transported to the stations
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141 ///< If the waiting cargo is less than this number, no cargo is moved to it
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142 CargoID accepts_cargo[3]; ///< 3 accepted cargos
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143 uint16 input_cargo_multiplier[3][2]; ///< Input cargo multipliers (multiply amount of incoming cargo for the produced cargos)
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144 IndustryLifeType life_type; ///< This is also known as Industry production flag, in newgrf specs
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145 byte climate_availability; ///< Bitmask, giving landscape enums as bit position
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146 IndustyBehaviour behaviour; ///< How this industry will behave, and how others entities can use it
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147 byte map_colour; ///< colour used for the small map
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148 StringID name; ///< Displayed name of the industry
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149 StringID new_industry_text; ///< Message appearing when the industry is built
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150 StringID closure_text; ///< Message appearing when the industry closes
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151 StringID production_up_text; ///< Message appearing when the industry's production is increasing
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152 StringID production_down_text; ///< Message appearing when the industry's production is decreasing
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153 byte appear_ingame[NUM_LANDSCAPE]; ///< Probability of appearance in game
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154 byte appear_creation[NUM_LANDSCAPE]; ///< Probability of appearance during map creation
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155 uint8 number_of_sounds; ///< Number of sounds available in the sounds array
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156 const uint8 *random_sounds; ///< array of random sounds.
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157 /* Newgrf data */
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158 uint16 callback_flags; ///< Flags telling which grf callback is set
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159 uint8 cleanup_flag; ///< flags indicating which data should be freed upon cleaning up
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160 bool enabled; ///< entity still avaible (by default true).newgrf can disable it, though
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161 struct GRFFileProps grf_prop; ///< properties related the the grf file
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162
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163 /**
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164 * Is an industry with the spec a raw industry?
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165 * @return true if it should be handled as a raw industry
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166 */
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167 bool IsRawIndustry() const;
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168
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169 /**
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170 * Get the cost for constructing this industry
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171 * @return the cost (inflation corrected etc)
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172 */
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173 Money GetConstructionCost() const;
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174 };
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175
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176 /**
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177 * Defines the data structure of each indivudual tile of an industry.
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178 */
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179 struct IndustryTileSpec {
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180 CargoID accepts_cargo[3]; ///< Cargo accepted by this tile
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181 uint8 acceptance[3]; ///< Level of aceptance per cargo type
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182 Slope slopes_refused; ///< slope pattern on which this tile cannot be built
6305
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183 byte anim_production; ///< Animation frame to start when goods are produced
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184 byte anim_next; ///< Next frame in an animation
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185 bool anim_state; ///< When true, the tile has to be drawn using the animation
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186 ///< state instead of the construction state
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187 /* Newgrf data */
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188 uint8 callback_flags; ///< Flags telling which grf callback is set
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189 bool enabled; ///< entity still avaible (by default true).newgrf can disable it, though
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diff changeset
190 struct GRFFileProps grf_prop;
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191 };
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192
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193 /* industry_cmd.cpp*/
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194 const IndustrySpec *GetIndustrySpec(IndustryType thistype); ///< Array of industries data
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195 const IndustryTileSpec *GetIndustryTileSpec(IndustryGfx gfx); ///< Array of industry tiles data
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196 void ResetIndustries();
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197 void PlantRandomFarmField(const Industry *i);
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198
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199 /* writable arrays of specs */
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200 extern IndustrySpec _industry_specs[NUM_INDUSTRYTYPES];
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201 extern IndustryTileSpec _industry_tile_specs[NUM_INDUSTRYTILES];
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202
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203 /* smallmap_gui.cpp */
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204 void BuildIndustriesLegend();
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205
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206 DECLARE_OLD_POOL(Industry, Industry, 3, 8000)
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207
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208 /**
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209 * Check if an Industry really exists.
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210 * @param industry to check
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211 * @return true if position is a valid one
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212 */
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213 static inline bool IsValidIndustry(const Industry *industry)
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214 {
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215 return industry->xy != 0;
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216 }
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217
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218 /**
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219 * Check if an Industry exists whithin the pool of industries
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220 * @param index of the desired industry
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221 * @return true if it is inside the pool
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222 */
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223 static inline bool IsValidIndustryID(IndustryID index)
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224 {
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225 return index < GetIndustryPoolSize() && IsValidIndustry(GetIndustry(index));
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226 }
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227
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228
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229 static inline IndustryID GetMaxIndustryIndex()
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230 {
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231 /* TODO - This isn't the real content of the function, but
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232 * with the new pool-system this will be replaced with one that
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233 * _really_ returns the highest index. Now it just returns
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234 * the next safe value we are sure about everything is below.
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235 */
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236 return GetIndustryPoolSize() - 1;
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237 }
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238
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239 extern int _total_industries; // general counter
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240 extern uint16 _industry_counts[NUM_INDUSTRYTYPES]; // Number of industries per type ingame
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241
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242 static inline uint GetNumIndustries()
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243 {
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244 return _total_industries;
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245 }
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246
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247 /** Increment the count of industries for this type
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248 * @param type IndustryType to increment
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249 * @pre type < INVALID_INDUSTRYTYPE */
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250 static inline void IncIndustryTypeCount(IndustryType type)
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251 {
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252 assert(type < INVALID_INDUSTRYTYPE);
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253 _industry_counts[type]++;
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254 _total_industries++;
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255 }
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256
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257 /** Decrement the count of industries for this type
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258 * @param type IndustryType to decrement
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259 * @pre type < INVALID_INDUSTRYTYPE */
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260 static inline void DecIndustryTypeCount(IndustryType type)
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261 {
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262 assert(type < INVALID_INDUSTRYTYPE);
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263 _industry_counts[type]--;
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264 _total_industries--;
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265 }
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266
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267 /** get the count of industries for this type
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268 * @param type IndustryType to query
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269 * @pre type < INVALID_INDUSTRYTYPE */
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270 static inline uint8 GetIndustryTypeCount(IndustryType type)
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271 {
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272 assert(type < INVALID_INDUSTRYTYPE);
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273 return min(_industry_counts[type], 0xFF); // callback expects only a byte, so cut it
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274 }
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275
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276 /** Resets both the total_industries and the _industry_counts
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277 * This way, we centralize all counts activities */
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278 static inline void ResetIndustryCounts()
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279 {
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280 _total_industries = 0;
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281 memset(&_industry_counts, 0, sizeof(_industry_counts));
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282 }
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283
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284 /**
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285 * Return a random valid industry.
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286 */
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287 static inline Industry *GetRandomIndustry()
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288 {
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289 int num = RandomRange(GetNumIndustries());
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290 IndustryID index = INVALID_INDUSTRY;
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291
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292 if (GetNumIndustries() == 0) return NULL;
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293
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294 while (num >= 0) {
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295 num--;
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296 index++;
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297
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298 /* Make sure we have a valid industry */
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299 while (!IsValidIndustryID(index)) {
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300 index++;
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301 assert(index <= GetMaxIndustryIndex());
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302 }
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303 }
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304
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305 return GetIndustry(index);
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306 }
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307
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308 void DestroyIndustry(Industry *i);
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309
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310 static inline void DeleteIndustry(Industry *i)
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311 {
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312 DestroyIndustry(i);
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313 i->xy = 0;
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314 }
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315
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316 #define FOR_ALL_INDUSTRIES_FROM(i, start) for (i = GetIndustry(start); i != NULL; i = (i->index + 1U < GetIndustryPoolSize()) ? GetIndustry(i->index + 1U) : NULL) if (IsValidIndustry(i))
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317 #define FOR_ALL_INDUSTRIES(i) FOR_ALL_INDUSTRIES_FROM(i, 0)
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318
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319 extern const Industry **_industry_sort;
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320 extern bool _industry_sort_dirty;
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321
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322 enum {
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323 IT_COAL_MINE = 0,
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324 IT_POWER_STATION = 1,
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325 IT_SAWMILL = 2,
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326 IT_FOREST = 3,
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327 IT_OIL_REFINERY = 4,
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328 IT_OIL_RIG = 5,
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329 IT_FACTORY = 6,
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330 IT_PRINTING_WORKS = 7,
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331 IT_STEEL_MILL = 8,
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332 IT_FARM = 9,
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333 IT_COPPER_MINE = 10,
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334 IT_OIL_WELL = 11,
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335 IT_BANK_TEMP = 12,
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336 IT_FOOD_PROCESS = 13,
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337 IT_PAPER_MILL = 14,
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338 IT_GOLD_MINE = 15,
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339 IT_BANK_TROPIC_ARCTIC = 16,
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340 IT_DIAMOND_MINE = 17,
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341 IT_IRON_MINE = 18,
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342 IT_FRUIT_PLANTATION = 19,
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343 IT_RUBBER_PLANTATION = 20,
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344 IT_WATER_SUPPLY = 21,
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345 IT_WATER_TOWER = 22,
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346 IT_FACTORY_2 = 23,
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347 IT_FARM_2 = 24,
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348 IT_LUMBER_MILL = 25,
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349 IT_COTTON_CANDY = 26,
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350 IT_CANDY_FACTORY = 27,
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351 IT_BATTERY_FARM = 28,
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352 IT_COLA_WELLS = 29,
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353 IT_TOY_SHOP = 30,
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354 IT_TOY_FACTORY = 31,
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355 IT_PLASTIC_FOUNTAINS = 32,
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356 IT_FIZZY_DRINK_FACTORY = 33,
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357 IT_BUBBLE_GENERATOR = 34,
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358 IT_TOFFEE_QUARRY = 35,
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359 IT_SUGAR_MINE = 36,
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360 IT_END,
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361 IT_INVALID = 255,
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362 };
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363
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364 #endif /* INDUSTRY_H */