industry.h
author Darkvater
Thu, 12 May 2005 00:11:37 +0000
changeset 1793 b9a37c98b468
parent 1330 5d76a0522a11
child 2186 db48cf29b983
permissions -rw-r--r--
(svn r2297) - CodeChange: server-check the next batch of commands.
- CodeChange: since only the server will be able to modify difficulty settings, leave the checking of correct values besides, and trust users will join legit servers.
- CodeChange: for renaming signs, only check if GetDParam(); eg _decode_parameters is empty ('\0') or not, instead of the extra check of players, etc. That basically does the same thing. Also dirty sign two times when renaming, once before, once after the action. Because if the name becomes shorter and you update only after, garbage remains on the screen.
- CodeChange: made GetMaskOfTownActions() available to the town-cmd to double-check if the action was available to the player. For this purpose the hardcoded _local_player has been removed from the function and is now passed as a parameter.
#ifndef INDUSTRY_H
#define INDUSTRY_H

#include "pool.h"

struct Industry {
	TileIndex xy;
	byte width; /* swapped order of w/h with town */
	byte height;
	Town *town;
	byte produced_cargo[2];
	uint16 cargo_waiting[2];
	byte production_rate[2];
	byte 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 color_map;
	byte last_prod_year;
	byte was_cargo_delivered;

	uint16 index;
};

extern MemoryPool _industry_pool;

/**
 * Check if an Industry really exists.
 */
static inline bool IsValidIndustry(Industry* industry)
{
	return industry->xy != 0; /* XXX: Replace by INVALID_TILE someday */
}

/**
 * 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;
}

#define FOR_ALL_INDUSTRIES_FROM(i, start) for (i = GetIndustry(start); i != NULL; i = (i->index + 1 < GetIndustryPoolSize()) ? GetIndustry(i->index + 1) : NULL)
#define FOR_ALL_INDUSTRIES(i) FOR_ALL_INDUSTRIES_FROM(i, 0)

VARDEF int _total_industries; // For the AI: the amount of industries active

VARDEF uint16 *_industry_sort;
VARDEF bool _industry_sort_dirty;

void DeleteIndustry(Industry *is);

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 = 12,
	IT_FOOD_PROCESS = 13,
	IT_PAPER_MILL = 14,
	IT_GOLD_MINE = 15,
	IT_BANK_2 = 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,
};

#endif