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/* $Id$ */
#ifndef INDUSTRY_H
#define INDUSTRY_H
#include "pool.h"
typedef byte IndustryGfx;
typedef uint8 IndustryType;
enum {
INVALID_INDUSTRY = 0xFFFF,
};
typedef enum IndustryLifeTypes {
INDUSTRYLIFE_NOT_CLOSABLE, ///< Industry can never close
INDUSTRYLIFE_PRODUCTION, ///< Industry can close and change of production
INDUSTRYLIFE_CLOSABLE, ///< Industry can only close (no production change)
} IndustryLifeType;
struct Industry {
TileIndex xy;
byte width; /* swapped order of w/h with town */
byte height;
const Town* town;
CargoID produced_cargo[2];
uint16 cargo_waiting[2];
byte production_rate[2];
CargoID accepts_cargo[3];
byte prod_level;
uint16 last_mo_production[2];
uint16 last_mo_transported[2];
byte pct_transported[2];
uint16 total_production[2];
uint16 total_transported[2];
uint16 counter;
byte type;
byte owner;
byte random_color;
Year last_prod_year;
byte was_cargo_delivered;
IndustryID index;
};
typedef struct IndustryTileTable {
TileIndexDiffC ti;
IndustryGfx gfx;
} IndustryTileTable;
typedef struct IndustrySpec {
/** Tables with the 'layout' of different composition of GFXes */
const IndustryTileTable *const *table;
/** Number of elements in the table */
byte num_table;
/** Base cost multiplier*/
byte cost_multiplier;
/** Industries this industry cannot be close to */
IndustryType conflicting[3];
/** index to a procedure to check for conflicting circumstances */
byte check_proc;
CargoID produced_cargo[2];
byte production_rate[2];
/** The minimum amount of cargo transported to the stations; if the
* waiting cargo is less than this number, no cargo is moved to it*/
byte minimal_cargo;
CargoID accepts_cargo[3];
IndustryLifeType life_type; // This is also known as Industry production flag, in newgrf specs
StringID name;
StringID closure_text;
StringID production_up_text;
StringID production_down_text;
} IndustrySpec;
const IndustrySpec *GetIndustrySpec(IndustryType thistype);
extern MemoryPool _industry_pool;
/**
* Check if an Industry really exists.
*/
static inline bool IsValidIndustry(const Industry *industry)
{
return industry->xy != 0;
}
/**
* Get the pointer to the industry with index 'index'
*/
static inline Industry *GetIndustry(uint index)
{
return (Industry*)GetItemFromPool(&_industry_pool, index);
}
/**
* Get the current size of the IndustryPool
*/
static inline uint16 GetIndustryPoolSize(void)
{
return _industry_pool.total_items;
}
VARDEF int _total_industries;
static inline IndustryID GetIndustryArraySize(void)
{
/* TODO - This isn't the real content of the function, but
* with the new pool-system this will be replaced with one that
* _really_ returns the highest index + 1. Now it just returns
* the next safe value we are sure about everything is below.
*/
return _total_industries;
}
/**
* Return a random valid town.
*/
static inline Industry *GetRandomIndustry(void)
{
uint num = RandomRange(GetIndustryArraySize());
uint index = 0;
if (GetIndustryArraySize() == 0) return NULL;
while (num > 0) {
num--;
index++;
/* Make sure we have a valid industry */
while (GetIndustry(index) == NULL) {
index++;
if (index == GetIndustryArraySize()) index = 0;
}
}
return GetIndustry(index);
}
void DestroyIndustry(Industry *i);
static inline void DeleteIndustry(Industry *i)
{
DestroyIndustry(i);
i->xy = 0;
}
#define FOR_ALL_INDUSTRIES_FROM(i, start) for (i = GetIndustry(start); i != NULL; i = (i->index + 1 < GetIndustryPoolSize()) ? GetIndustry(i->index + 1) : NULL) if (IsValidIndustry(i))
#define FOR_ALL_INDUSTRIES(i) FOR_ALL_INDUSTRIES_FROM(i, 0)
VARDEF const Industry** _industry_sort;
VARDEF bool _industry_sort_dirty;
void DeleteIndustry(Industry *is);
void PlantRandomFarmField(const Industry *i);
enum {
IT_COAL_MINE = 0,
IT_POWER_STATION = 1,
IT_SAWMILL = 2,
IT_FOREST = 3,
IT_OIL_REFINERY = 4,
IT_OIL_RIG = 5,
IT_FACTORY = 6,
IT_PRINTING_WORKS = 7,
IT_STEEL_MILL = 8,
IT_FARM = 9,
IT_COPPER_MINE = 10,
IT_OIL_WELL = 11,
IT_BANK_TEMP = 12,
IT_FOOD_PROCESS = 13,
IT_PAPER_MILL = 14,
IT_GOLD_MINE = 15,
IT_BANK_TROPIC_ARCTIC = 16,
IT_DIAMOND_MINE = 17,
IT_IRON_MINE = 18,
IT_FRUIT_PLANTATION = 19,
IT_RUBBER_PLANTATION = 20,
IT_WATER_SUPPLY = 21,
IT_WATER_TOWER = 22,
IT_FACTORY_2 = 23,
IT_FARM_2 = 24,
IT_LUMBER_MILL = 25,
IT_COTTON_CANDY = 26,
IT_CANDY_FACTORY = 27,
IT_BATTERY_FARM = 28,
IT_COLA_WELLS = 29,
IT_TOY_SHOP = 30,
IT_TOY_FACTORY = 31,
IT_PLASTIC_FOUNTAINS = 32,
IT_FIZZY_DRINK_FACTORY = 33,
IT_BUBBLE_GENERATOR = 34,
IT_TOFFEE_QUARRY = 35,
IT_SUGAR_MINE = 36,
IT_END,
IT_INVALID = 255,
};
#endif /* INDUSTRY_H */
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