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authortruelight <truelight@openttd.org>2006-08-20 18:44:26 +0000
committertruelight <truelight@openttd.org>2006-08-20 18:44:26 +0000
commit9e755051a1ca02029c4279e7588553a9d9dc54f2 (patch)
tree2a0ccade3f9243a1b1147f11b50ec61dca2e5c3d /industry.h
parente5fb66a23ff8a7ff64ccb8838f76bfaf7a284aff (diff)
downloadopenttd-9e755051a1ca02029c4279e7588553a9d9dc54f2.tar.xz
(svn r6001) -Feature: when removing a farm, his farmland is removed too (over time) (based on peter1138's patch, FS#82)
To make this to work, in older games farmland is removed on load, and replanted
Diffstat (limited to 'industry.h')
-rw-r--r--industry.h5
1 files changed, 5 insertions, 0 deletions
diff --git a/industry.h b/industry.h
index a4b8dd50e..698a981a0 100644
--- a/industry.h
+++ b/industry.h
@@ -8,6 +8,10 @@
typedef byte IndustryGfx;
typedef uint8 IndustryType;
+enum {
+ INVALID_INDUSTRY = 0xFFFF,
+};
+
struct Industry {
TileIndex xy;
byte width; /* swapped order of w/h with town */
@@ -101,6 +105,7 @@ VARDEF bool _industry_sort_dirty;
void DeleteIndustry(Industry *is);
+void PlantRandomFarmField(const Industry *i);
enum {
IT_COAL_MINE = 0,