src/industry.h
author belugas
Thu, 26 Apr 2007 20:20:12 +0000
changeset 7029 209e4b2e1180
parent 6989 43b359b4cb86
child 7131 d4904a021b9e
permissions -rw-r--r--
(svn r9721) -Codechange: -Codechange: Cleanup of industry_cmd (Step-12). Dynamically build the legends (name and color) for industries in the smallmap_gui.
All the tiny fonts industry names should be removed from language files soon.
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/* $Id$ */
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/** @file industry.h */
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#ifndef INDUSTRY_H
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#define INDUSTRY_H
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#include "oldpool.h"
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#include "helpers.hpp"
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typedef byte IndustryGfx;
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typedef uint8 IndustryType;
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enum {
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	INVALID_INDUSTRY = 0xFFFF,
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	NUM_INDUSTRYTYPES = 37,
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	INDUTILE_NOANIM = 0xFF,        ///< flag to mark industry tiles as having no animation
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};
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enum IndustryLifeType {
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	INDUSTRYLIFE_NOT_CLOSABLE,     ///< Industry can never close
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	INDUSTRYLIFE_PRODUCTION,       ///< Industry can close and change of production
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	INDUSTRYLIFE_CLOSABLE,         ///< Industry can only close (no production change)
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};
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/* Procedures that can be run to check whether an industry may
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 * build at location the given to the procedure */
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enum CheckProc {
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	CHECK_NOTHING    = 0,
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	CHECK_FOREST     = 1,
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	CHECK_REFINERY   = 2,
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	CHECK_FARM       = 3,
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	CHECK_PLANTATION = 4,
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	CHECK_WATER      = 5,
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	CHECK_LUMBERMILL = 6,
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	CHECK_BUBBLEGEN  = 7,
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	CHECK_OIL_RIG    = 8,
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	CHECK_END,
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};
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enum IndustyBehaviour {
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	INDUSTRYBEH_NONE                  =      0,
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	INDUSTRYBEH_PLANT_FIELDS          = 1 << 0,  ///< periodically plants fileds around itself (temp and artic farms)
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	INDUSTRYBEH_CUT_TREES             = 1 << 1,  ///< cuts trees and produce first output cargo from them (lumber mill)
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	INDUSTRYBEH_BUILT_ONWATER         = 1 << 2,  ///< is built on water (oil rig)
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	INDUSTRYBEH_TOWN1200_MORE         = 1 << 3,  ///< can only be built in towns larger then 1200 inhabitants (temperate bank)
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	INDUSTRYBEH_ONLY_INTOWN           = 1 << 4,  ///< can only be built in towns (arctic/tropic banks, water tower)
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	INDUSTRYBEH_ONLY_NEARTOWN         = 1 << 5,  ///< is always built near towns (toy shop)
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	INDUSTRYBEH_PLANT_ON_BUILT        = 1 << 6,  ///< Fields are planted around when built (all farms)
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	INDUSTRYBEH_DONT_INCR_PROD        = 1 << 7,  ///< do not increase production (oil wells)
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	INDUSTRYBEH_BEFORE_1950           = 1 << 8,  ///< can only be built before 1950 (oil wells)
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	INDUSTRYBEH_AFTER_1960            = 1 << 9,  ///< can only be built after 1960 (oil rigs)
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	INDUSTRYBEH_AI_AIRSHIP_ROUTES     = 1 << 10, ///< ai will attempt to establish air/ship routes to this industry (oil rig)
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	INDUSTRYBEH_AIRPLANE_ATTACKS      = 1 << 11, ///< can be exploded by a military airplane (oil refinery)
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	INDUSTRYBEH_CHOPPER_ATTACKS       = 1 << 12, ///< can be exploded by a military helicopter (factory)
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	INDUSTRYBEH_CAN_SUBSIDENCE        = 1 << 13, ///< can cause a subsidence (coal mine, shaft that collapses)
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};
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DECLARE_ENUM_AS_BIT_SET(IndustyBehaviour);
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/**
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 * Defines the internal data of a functionnal industry
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 */
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struct Industry {
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	TileIndex xy;                   ///< coordinates of the primary tile the industry is built one
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	byte width;
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	byte height;
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	const Town* town;               ///< Nearest town
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	CargoID produced_cargo[2];      ///< 2 production cargo slots
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	uint16 cargo_waiting[2];        ///< amount of cargo produced per cargo
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	byte production_rate[2];        ///< production rate for each cargo
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	CargoID accepts_cargo[3];       ///< 3 input cargo slots
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	byte prod_level;                ///< general production level
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	uint16 last_mo_production[2];   ///< stats of last month production per cargo
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	uint16 last_mo_transported[2];  ///< stats of last month transport per cargo
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	byte pct_transported[2];        ///< percentage transported per cargo
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	uint16 total_production[2];     ///< total units produced per cargo
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	uint16 total_transported[2];    ///< total units transported per cargo
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	uint16 counter;                 ///< used for animation and/or production (if available cargo)
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	byte type;                      ///< type of industry. see IT_COAL_MINE and others
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	OwnerByte owner;                ///< owner of the industry.  Which SHOULD always be (imho) OWNER_NONE
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	byte random_color;              ///< randomized colour of the industry, for display purpose
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	Year last_prod_year;            ///< last year of production
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	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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	IndustryID index;               ///< index of the industry in the pool of industries
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};
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struct IndustryTileTable {
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	TileIndexDiffC ti;
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	IndustryGfx gfx;
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};
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/**
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 * Defines the data structure for constructing industry.
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 */
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struct IndustrySpec {
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	const IndustryTileTable *const *table;///< List of the tiles composing the industry
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	byte num_table;                       ///< Number of elements in the table
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	byte cost_multiplier;                 ///< Base cost multiplier. Watch out for this one, << 5  VS << 8
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	IndustryType conflicting[3];          ///< Industries this industry cannot be close to
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	byte check_proc;                      ///< Index to a procedure to check for conflicting circumstances
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	CargoID produced_cargo[2];
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	byte production_rate[2];
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	byte minimal_cargo;                   ///< minimum amount of cargo transported to the stations
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	                                      ///< If the waiting cargo is less than this number, no cargo is moved to it
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	CargoID accepts_cargo[3];             ///< 3 accepted cargos
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	IndustryLifeType life_type;           ///< This is also known as Industry production flag, in newgrf specs
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	byte climate_availability;            ///< Bitmask, giving landscape enums as bit position
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	IndustyBehaviour behaviour;           ///< How this industry will behave, and how others entities can use it
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	byte map_colour;                      ///< colour used for the small map
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	StringID name;                        ///< Displayed name of the industry
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	StringID new_industry_text;           ///< Message appearing when the industry is built
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	StringID closure_text;                ///< Message appearing when the industry closes
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	StringID production_up_text;          ///< Message appearing when the industry's production is increasing
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	StringID production_down_text;        ///< Message appearing when the industry's production is decreasing
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	byte appear_ingame[NUM_LANDSCAPE];    ///< Probability of appearance in game
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	byte appear_creation[NUM_LANDSCAPE];  ///< Probability of appearance during map creation
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	/* Newgrf stuff coming in */
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	uint16 callback_flags;                ///< Flags telling which grf callback is set
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	byte subst_id;
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	uint32 grfid;
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	byte override;
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};
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/**
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 * Defines the data structure of each indivudual tile of an industry.
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 */
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struct IndustryTileSpec {
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	CargoID accepts_cargo[3];             ///< Cargo accepted by this tile
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	Slope slopes_refused;                 ///< slope pattern on which this tile cannot be built
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	byte anim_production;                 ///< Animation frame to start when goods are produced
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	byte anim_next;                       ///< Next frame in an animation
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	bool anim_state;                      ///< When true, the tile has to be drawn using the animation
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                                         ///< state instead of the construction state
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};
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const IndustrySpec *GetIndustrySpec(IndustryType thistype);    ///< Array of industries default data
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const IndustryTileSpec *GetIndustryTileSpec(IndustryGfx gfx);  ///< Array of industry tiles default data
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/* smallmap_gui.cpp */
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void BuildIndustriesLegend();
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DECLARE_OLD_POOL(Industry, Industry, 3, 8000)
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/**
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 * Check if an Industry really exists.
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 * @param industry to check
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 * @return true if position is a valid one
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 */
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static inline bool IsValidIndustry(const Industry *industry)
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{
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	return industry->xy != 0;
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}
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/**
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 * Check if an Industry exists whithin the pool of industries
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 * @param index of the desired industry
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 * @return true if it is inside the pool
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 */
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static inline bool IsValidIndustryID(IndustryID index)
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{
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	return index < GetIndustryPoolSize() && IsValidIndustry(GetIndustry(index));
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}
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VARDEF int _total_industries; //general counter
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static inline IndustryID GetMaxIndustryIndex()
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{
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	/* TODO - This isn't the real content of the function, but
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	 *  with the new pool-system this will be replaced with one that
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	 *  _really_ returns the highest index. Now it just returns
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	 *  the next safe value we are sure about everything is below.
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	 */
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	return GetIndustryPoolSize() - 1;
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}
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static inline uint GetNumIndustries()
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{
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	return _total_industries;
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}
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/**
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 * Return a random valid industry.
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 */
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static inline Industry *GetRandomIndustry()
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{
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	int num = RandomRange(GetNumIndustries());
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	IndustryID index = INVALID_INDUSTRY;
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	if (GetNumIndustries() == 0) return NULL;
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	while (num >= 0) {
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		num--;
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		index++;
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		/* Make sure we have a valid industry */
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		while (!IsValidIndustryID(index)) {
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			index++;
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			assert(index <= GetMaxIndustryIndex());
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		}
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	}
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	return GetIndustry(index);
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}
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void DestroyIndustry(Industry *i);
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static inline void DeleteIndustry(Industry *i)
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{
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	DestroyIndustry(i);
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	i->xy = 0;
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}
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#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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#define FOR_ALL_INDUSTRIES(i) FOR_ALL_INDUSTRIES_FROM(i, 0)
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VARDEF const Industry** _industry_sort;
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VARDEF bool _industry_sort_dirty;
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void DeleteIndustry(Industry *is);
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void PlantRandomFarmField(const Industry *i);
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enum {
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	IT_COAL_MINE           =   0,
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	IT_POWER_STATION       =   1,
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	IT_SAWMILL             =   2,
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	IT_FOREST              =   3,
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	IT_OIL_REFINERY        =   4,
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	IT_OIL_RIG             =   5,
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	IT_FACTORY             =   6,
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	IT_PRINTING_WORKS      =   7,
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	IT_STEEL_MILL          =   8,
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	IT_FARM                =   9,
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	IT_COPPER_MINE         =  10,
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	IT_OIL_WELL            =  11,
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	IT_BANK_TEMP           =  12,
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	IT_FOOD_PROCESS        =  13,
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	IT_PAPER_MILL          =  14,
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	IT_GOLD_MINE           =  15,
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	IT_BANK_TROPIC_ARCTIC  =  16,
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	IT_DIAMOND_MINE        =  17,
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	IT_IRON_MINE           =  18,
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	IT_FRUIT_PLANTATION    =  19,
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	IT_RUBBER_PLANTATION   =  20,
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	IT_WATER_SUPPLY        =  21,
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	IT_WATER_TOWER         =  22,
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	IT_FACTORY_2           =  23,
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	IT_FARM_2              =  24,
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	IT_LUMBER_MILL         =  25,
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	IT_COTTON_CANDY        =  26,
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	IT_CANDY_FACTORY       =  27,
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	IT_BATTERY_FARM        =  28,
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	IT_COLA_WELLS          =  29,
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	IT_TOY_SHOP            =  30,
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	IT_TOY_FACTORY         =  31,
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	IT_PLASTIC_FOUNTAINS   =  32,
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	IT_FIZZY_DRINK_FACTORY =  33,
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	IT_BUBBLE_GENERATOR    =  34,
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	IT_TOFFEE_QUARRY       =  35,
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	IT_SUGAR_MINE          =  36,
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	IT_END,
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	IT_INVALID             = 255,
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};
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#endif /* INDUSTRY_H */