annotate src/industry.h @ 6675:b9b7055a4d2f draft

(svn r9906) -Codechange: Add common properties for both industry and industry tiles specs
author belugas <belugas@openttd.org>
date Thu, 24 May 2007 01:12:00 +0000
parents 02c37d001ece
children 81ff03f9f54d
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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 NUM_INDUSTRYTYPES = 37,
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17 INDUTILE_NOANIM = 0xFF, ///< flag to mark industry tiles as having no animation
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18 INVALID_INDUSTRYTYPE = NUM_INDUSTRYTYPES, ///< one above amount is considered invalid
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19 };
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21 enum IndustryLifeType {
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22 INDUSTRYLIFE_NOT_CLOSABLE, ///< Industry can never close
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23 INDUSTRYLIFE_PRODUCTION, ///< Industry can close and change of production
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24 INDUSTRYLIFE_CLOSABLE, ///< Industry can only close (no production change)
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25 };
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27 /* Procedures that can be run to check whether an industry may
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28 * build at location the given to the procedure */
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29 enum CheckProc {
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30 CHECK_NOTHING = 0,
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31 CHECK_FOREST = 1,
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32 CHECK_REFINERY = 2,
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33 CHECK_FARM = 3,
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34 CHECK_PLANTATION = 4,
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35 CHECK_WATER = 5,
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36 CHECK_LUMBERMILL = 6,
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37 CHECK_BUBBLEGEN = 7,
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38 CHECK_OIL_RIG = 8,
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39 CHECK_END,
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40 };
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42 enum IndustyBehaviour {
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43 INDUSTRYBEH_NONE = 0,
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44 INDUSTRYBEH_PLANT_FIELDS = 1 << 0, ///< periodically plants fileds around itself (temp and artic farms)
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45 INDUSTRYBEH_CUT_TREES = 1 << 1, ///< cuts trees and produce first output cargo from them (lumber mill)
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46 INDUSTRYBEH_BUILT_ONWATER = 1 << 2, ///< is built on water (oil rig)
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47 INDUSTRYBEH_TOWN1200_MORE = 1 << 3, ///< can only be built in towns larger then 1200 inhabitants (temperate bank)
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48 INDUSTRYBEH_ONLY_INTOWN = 1 << 4, ///< can only be built in towns (arctic/tropic banks, water tower)
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49 INDUSTRYBEH_ONLY_NEARTOWN = 1 << 5, ///< is always built near towns (toy shop)
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50 INDUSTRYBEH_PLANT_ON_BUILT = 1 << 6, ///< Fields are planted around when built (all farms)
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51 INDUSTRYBEH_DONT_INCR_PROD = 1 << 7, ///< do not increase production (oil wells)
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52 INDUSTRYBEH_BEFORE_1950 = 1 << 8, ///< can only be built before 1950 (oil wells)
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53 INDUSTRYBEH_AFTER_1960 = 1 << 9, ///< can only be built after 1960 (oil rigs)
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54 INDUSTRYBEH_AI_AIRSHIP_ROUTES = 1 << 10, ///< ai will attempt to establish air/ship routes to this industry (oil rig)
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55 INDUSTRYBEH_AIRPLANE_ATTACKS = 1 << 11, ///< can be exploded by a military airplane (oil refinery)
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56 INDUSTRYBEH_CHOPPER_ATTACKS = 1 << 12, ///< can be exploded by a military helicopter (factory)
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57 INDUSTRYBEH_CAN_SUBSIDENCE = 1 << 13, ///< can cause a subsidence (coal mine, shaft that collapses)
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58 };
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59
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61 DECLARE_ENUM_AS_BIT_SET(IndustyBehaviour);
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62
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63 /**
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64 * Defines the internal data of a functionnal industry
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65 */
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66 struct Industry {
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67 TileIndex xy; ///< coordinates of the primary tile the industry is built one
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68 byte width;
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69 byte height;
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70 const Town* town; ///< Nearest town
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71 uint16 cargo_waiting[2]; ///< amount of cargo produced per cargo
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72 byte production_rate[2]; ///< production rate for each cargo
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73 byte prod_level; ///< general production level
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74 uint16 last_mo_production[2]; ///< stats of last month production per cargo
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75 uint16 last_mo_transported[2]; ///< stats of last month transport per cargo
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76 byte pct_transported[2]; ///< percentage transported per cargo
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77 uint16 total_production[2]; ///< total units produced per cargo
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78 uint16 total_transported[2]; ///< total units transported per cargo
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79 uint16 counter; ///< used for animation and/or production (if available cargo)
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80
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81 IndustryType type; ///< type of industry. see IT_COAL_MINE and others
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82 OwnerByte owner; ///< owner of the industry. Which SHOULD always be (imho) OWNER_NONE
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83 byte random_color; ///< randomized colour of the industry, for display purpose
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84 Year last_prod_year; ///< last year of production
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85 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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86
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87 IndustryID index; ///< index of the industry in the pool of industries
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88 };
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89
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90 struct IndustryTileTable {
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91 TileIndexDiffC ti;
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92 IndustryGfx gfx;
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93 };
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94
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95 /** Data related to the handling of grf files. Common to both industry and industry tile */
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96 struct GRFFileProps {
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97 uint8 subst_id;
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98 uint16 local_id; ///< id defined by the grf file for this industry
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99 struct SpriteGroup *spritegroup; ///< pointer to the different sprites of the industry
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100 const struct GRFFile *grffile; ///< grf file that introduced this house
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101 uint8 override; ///< id of the entity been replaced by
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102 bool enabled; ///< entity still avaible (by default true).newgrf can disable it, though
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103 };
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104
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105 /**
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106 * Defines the data structure for constructing industry.
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107 */
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108 struct IndustrySpec {
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109 const IndustryTileTable *const *table;///< List of the tiles composing the industry
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110 byte num_table; ///< Number of elements in the table
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111 byte cost_multiplier; ///< Base cost multiplier. Watch out for this one, << 5 VS << 8
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112 IndustryType conflicting[3]; ///< Industries this industry cannot be close to
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113 byte check_proc; ///< Index to a procedure to check for conflicting circumstances
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114 CargoID produced_cargo[2];
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115 byte production_rate[2];
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116 byte minimal_cargo; ///< minimum amount of cargo transported to the stations
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117 ///< If the waiting cargo is less than this number, no cargo is moved to it
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118 CargoID accepts_cargo[3]; ///< 3 accepted cargos
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119 uint16 input_cargo_multiplier[3][2]; ///< Input cargo multipliers (multiply amount of incoming cargo for the produced cargos)
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120 IndustryLifeType life_type; ///< This is also known as Industry production flag, in newgrf specs
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121 byte climate_availability; ///< Bitmask, giving landscape enums as bit position
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122 IndustyBehaviour behaviour; ///< How this industry will behave, and how others entities can use it
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123 byte map_colour; ///< colour used for the small map
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124 StringID name; ///< Displayed name of the industry
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125 StringID new_industry_text; ///< Message appearing when the industry is built
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126 StringID closure_text; ///< Message appearing when the industry closes
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127 StringID production_up_text; ///< Message appearing when the industry's production is increasing
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128 StringID production_down_text; ///< Message appearing when the industry's production is decreasing
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129 byte appear_ingame[NUM_LANDSCAPE]; ///< Probability of appearance in game
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130 byte appear_creation[NUM_LANDSCAPE]; ///< Probability of appearance during map creation
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131 uint8 number_of_sounds; ///< Number of sounds available in the sounds array
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132 const uint8 *random_sounds; ///< array of random sounds.
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133 /* Newgrf data */
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134 uint16 callback_flags; ///< Flags telling which grf callback is set
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135 struct GRFFileProps grf_prop; ///< properties related the the grf file
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136 };
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137
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138 /**
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139 * Defines the data structure of each indivudual tile of an industry.
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140 */
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141 struct IndustryTileSpec {
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142 CargoID accepts_cargo[3]; ///< Cargo accepted by this tile
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143 Slope slopes_refused; ///< slope pattern on which this tile cannot be built
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144 byte anim_production; ///< Animation frame to start when goods are produced
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145 byte anim_next; ///< Next frame in an animation
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146 bool anim_state; ///< When true, the tile has to be drawn using the animation
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147 ///< state instead of the construction state
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148 /* Newgrf data */
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149 uint8 callback_flags; ///< Flags telling which grf callback is set
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150 struct GRFFileProps grf_prop;
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151 };
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152
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153 /* industry_cmd.cpp*/
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154 const IndustrySpec *GetIndustrySpec(IndustryType thistype); ///< Array of industries default data
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155 const IndustryTileSpec *GetIndustryTileSpec(IndustryGfx gfx); ///< Array of industry tiles default data
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156 void ResetIndustries();
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157 void PlantRandomFarmField(const Industry *i);
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158
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159 /* smallmap_gui.cpp */
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160 void BuildIndustriesLegend();
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161
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162 DECLARE_OLD_POOL(Industry, Industry, 3, 8000)
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163
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164 /**
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165 * Check if an Industry really exists.
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166 * @param industry to check
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167 * @return true if position is a valid one
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168 */
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169 static inline bool IsValidIndustry(const Industry *industry)
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170 {
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171 return industry->xy != 0;
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172 }
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173
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174 /**
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175 * Check if an Industry exists whithin the pool of industries
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176 * @param index of the desired industry
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177 * @return true if it is inside the pool
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178 */
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179 static inline bool IsValidIndustryID(IndustryID index)
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180 {
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181 return index < GetIndustryPoolSize() && IsValidIndustry(GetIndustry(index));
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182 }
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183
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184 VARDEF int _total_industries; //general counter
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185
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186 static inline IndustryID GetMaxIndustryIndex()
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187 {
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188 /* TODO - This isn't the real content of the function, but
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189 * with the new pool-system this will be replaced with one that
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190 * _really_ returns the highest index. Now it just returns
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191 * the next safe value we are sure about everything is below.
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192 */
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193 return GetIndustryPoolSize() - 1;
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194 }
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195
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196 static inline uint GetNumIndustries()
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197 {
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198 return _total_industries;
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199 }
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200
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201 /**
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202 * Return a random valid industry.
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203 */
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204 static inline Industry *GetRandomIndustry()
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205 {
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206 int num = RandomRange(GetNumIndustries());
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207 IndustryID index = INVALID_INDUSTRY;
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208
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209 if (GetNumIndustries() == 0) return NULL;
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210
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211 while (num >= 0) {
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212 num--;
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213 index++;
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214
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215 /* Make sure we have a valid industry */
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216 while (!IsValidIndustryID(index)) {
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217 index++;
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218 assert(index <= GetMaxIndustryIndex());
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219 }
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220 }
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221
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222 return GetIndustry(index);
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223 }
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224
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225 void DestroyIndustry(Industry *i);
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226
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227 static inline void DeleteIndustry(Industry *i)
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228 {
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229 DestroyIndustry(i);
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230 i->xy = 0;
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231 }
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232
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233 #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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234 #define FOR_ALL_INDUSTRIES(i) FOR_ALL_INDUSTRIES_FROM(i, 0)
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235
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236 VARDEF const Industry** _industry_sort;
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237 VARDEF bool _industry_sort_dirty;
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238
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239 enum {
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240 IT_COAL_MINE = 0,
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241 IT_POWER_STATION = 1,
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242 IT_SAWMILL = 2,
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243 IT_FOREST = 3,
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244 IT_OIL_REFINERY = 4,
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245 IT_OIL_RIG = 5,
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246 IT_FACTORY = 6,
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247 IT_PRINTING_WORKS = 7,
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248 IT_STEEL_MILL = 8,
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249 IT_FARM = 9,
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250 IT_COPPER_MINE = 10,
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251 IT_OIL_WELL = 11,
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252 IT_BANK_TEMP = 12,
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253 IT_FOOD_PROCESS = 13,
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254 IT_PAPER_MILL = 14,
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255 IT_GOLD_MINE = 15,
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256 IT_BANK_TROPIC_ARCTIC = 16,
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257 IT_DIAMOND_MINE = 17,
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258 IT_IRON_MINE = 18,
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259 IT_FRUIT_PLANTATION = 19,
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260 IT_RUBBER_PLANTATION = 20,
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261 IT_WATER_SUPPLY = 21,
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262 IT_WATER_TOWER = 22,
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263 IT_FACTORY_2 = 23,
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264 IT_FARM_2 = 24,
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265 IT_LUMBER_MILL = 25,
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266 IT_COTTON_CANDY = 26,
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267 IT_CANDY_FACTORY = 27,
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268 IT_BATTERY_FARM = 28,
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269 IT_COLA_WELLS = 29,
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270 IT_TOY_SHOP = 30,
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271 IT_TOY_FACTORY = 31,
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272 IT_PLASTIC_FOUNTAINS = 32,
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273 IT_FIZZY_DRINK_FACTORY = 33,
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274 IT_BUBBLE_GENERATOR = 34,
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275 IT_TOFFEE_QUARRY = 35,
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276 IT_SUGAR_MINE = 36,
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277 IT_END,
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278 IT_INVALID = 255,
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279 };
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280
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281 #endif /* INDUSTRY_H */