src/industry.h
author belugas
Fri, 20 Jul 2007 17:14:03 +0000
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parent 7755 517d6b2b2ca2
child 7815 04deaeb181ab
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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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	NEW_INDUSTRYOFFSET     = 37,                         ///< original number of industries
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	NUM_INDUSTRYTYPES      = 37,                         ///< total number of industries, new and old
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	INDUSTRYTILE_NOANIM    = 0xFF,                       ///< flag to mark industry tiles as having no animation
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	NEW_INDUSTRYTILEOFFSET = 175,                        ///< original number of tiles
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	INVALID_INDUSTRYTYPE   = NUM_INDUSTRYTYPES,          ///< one above amount is considered invalid
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	NUM_INDUSTRYTILES      = NEW_INDUSTRYTILEOFFSET,     ///< total number of industry tiles, new and old
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	INVALID_INDUSTRYTILE   = NUM_INDUSTRYTILES,          ///< one above amount is considered invalid
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	INDUSTRY_COMPLETED     = 3,                          ///< final stage of industry construction.
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};
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enum {
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	CLEAN_RANDOMSOUNDS,    ///< Free the dynamically allocated sounds table
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	CLEAN_TILELSAYOUT,     ///< Free the dynamically allocated tile layout structure
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};
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enum IndustryLifeType {
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	INDUSTRYLIFE_BLACK_HOLE =      0, ///< Like power plants and banks
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	INDUSTRYLIFE_EXTRACTIVE = 1 << 0, ///< Like mines
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	INDUSTRYLIFE_ORGANIC    = 1 << 1, ///< Like forests
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	INDUSTRYLIFE_PROCESSING = 1 << 2, ///< Like factories
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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,
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	CHECK_FOREST,
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	CHECK_REFINERY,
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	CHECK_FARM,
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	CHECK_PLANTATION,
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	CHECK_WATER,
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	CHECK_LUMBERMILL,
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	CHECK_BUBBLEGEN,
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	CHECK_OIL_RIG,
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	CHECK_END,
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};
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/** How was the industry created */
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enum IndustryConstructionType {
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	ICT_UNKNOWN,          ///< in previous game version or without newindustries activated
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	ICT_NORMAL_GAMEPLAY,  ///< either by user or random creation proccess
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	ICT_MAP_GENERATION,   ///< during random map creation
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	ICT_SCENARIO_EDITOR   ///< while scenarion edition
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};
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/** From where is callback CBID_INDUSTRY_AVAILABLE been called */
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enum IndustryAvailabilityCallType {
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	IACT_MAPGENERATION,   ///< during random map generation
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	IACT_RANDOMCREATION,  ///< during creation of random ingame industry
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	IACT_USERCREATION,    ///< from the Fund/build window
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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) in the temperate climate
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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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	uint16 produced_cargo_waiting[2];   ///< amount of cargo produced per cargo
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	uint16 incoming_cargo_waiting[3];   ///< incoming cargo waiting to be processed
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	byte production_rate[2];            ///< production rate for each cargo
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	byte prod_level;                    ///< general production level
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	uint16 this_month_production[2];    ///< stats of this month's production per cargo
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	uint16 this_month_transported[2];   ///< stats of this month's transport per cargo
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	byte last_month_pct_transported[2]; ///< percentage transported per cargo in the last full month
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	uint16 last_month_production[2];    ///< total units produced per cargo in the last full month
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	uint16 last_month_transported[2];   ///< total units transported per cargo in the last full month
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	uint16 counter;                     ///< used for animation and/or production (if available cargo)
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	IndustryType 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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	OwnerByte founder;                  ///< Founder of the industry
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	Date construction_date;             ///< Date of the construction of the industry
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	uint8 construction_type;            ///< Way the industry was constructed (@see IndustryConstructionType)
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	Date last_cargo_accepted_at;        ///< Last day cargo was accepted by this industry
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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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/** Data related to the handling of grf files.  Common to both industry and industry tile */
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struct GRFFileProps {
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	uint8 subst_id;
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	uint16 local_id;                      ///< id defined by the grf file for this industry
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	struct SpriteGroup *spritegroup;      ///< pointer to the different sprites of the industry
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	const struct GRFFile *grffile;        ///< grf file that introduced this industry
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	uint16 override;                      ///< id of the entity been replaced by
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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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	uint8 cost_multiplier;                ///< Base cost multiplier.
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	uint16 raw_industry_cost_multiplier;  ///< Multiplier for the raw industries cost
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	uint32 prospecting_chance;            ///< Chance prospecting succeeds
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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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	uint16 input_cargo_multiplier[3][2];  ///< Input cargo multipliers (multiply amount of incoming cargo for the produced 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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	uint8 number_of_sounds;               ///< Number of sounds available in the sounds array
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	const uint8 *random_sounds;           ///< array of random sounds.
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	/* Newgrf data */
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	uint16 callback_flags;                ///< Flags telling which grf callback is set
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	uint8 cleanup_flag;                   ///< flags indicating which data should be freed upon cleaning up
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	bool enabled;                         ///< entity still avaible (by default true).newgrf can disable it, though
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	struct GRFFileProps grf_prop;         ///< properties related the the grf file
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	/**
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	 * Is an industry with the spec a raw industry?
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	 * @return true if it should be handled as a raw industry
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	 */
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	bool IsRawIndustry() const;
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	/**
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	 * Get the cost for constructing this industry
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	 * @return the cost (inflation corrected etc)
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	 */
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	Money GetConstructionCost() const;
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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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	uint8 acceptance[3];                  ///< Level of aceptance per cargo type
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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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	/* Newgrf data */
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	uint8 callback_flags;                 ///< Flags telling which grf callback is set
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	uint16 animation_info;                ///< Information about the animation (is it looping, how many loops etc)
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	uint8 animation_speed;                ///< The speed of the animation
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	uint8 animation_triggers;             ///< When to start the animation
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	uint8 animation_special_flags;        ///< Extra flags to influence the animation
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	bool enabled;                         ///< entity still avaible (by default true).newgrf can disable it, though
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	struct GRFFileProps grf_prop;
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};
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/* industry_cmd.cpp*/
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const IndustrySpec *GetIndustrySpec(IndustryType thistype);    ///< Array of industries data
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const IndustryTileSpec *GetIndustryTileSpec(IndustryGfx gfx);  ///< Array of industry tiles data
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void ResetIndustries();
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void PlantRandomFarmField(const Industry *i);
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/* writable arrays of specs */
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extern IndustrySpec _industry_specs[NUM_INDUSTRYTYPES];
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extern IndustryTileSpec _industry_tile_specs[NUM_INDUSTRYTILES];
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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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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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extern int _total_industries;  // general counter
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extern uint16 _industry_counts[NUM_INDUSTRYTYPES]; // Number of industries per type ingame
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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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/** Increment the count of industries for this type
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 * @param type IndustryType to increment
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 * @pre type < INVALID_INDUSTRYTYPE */
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static inline void IncIndustryTypeCount(IndustryType type)
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{
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	assert(type < INVALID_INDUSTRYTYPE);
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	_industry_counts[type]++;
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	_total_industries++;
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}
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/** Decrement the count of industries for this type
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 * @param type IndustryType to decrement
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 * @pre type < INVALID_INDUSTRYTYPE */
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static inline void DecIndustryTypeCount(IndustryType type)
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{
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	assert(type < INVALID_INDUSTRYTYPE);
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	_industry_counts[type]--;
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	_total_industries--;
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}
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/** get the count of industries for this type
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 * @param type IndustryType to query
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 * @pre type < INVALID_INDUSTRYTYPE */
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static inline uint8 GetIndustryTypeCount(IndustryType type)
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{
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	assert(type < INVALID_INDUSTRYTYPE);
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	return min(_industry_counts[type], 0xFF); // callback expects only a byte, so cut it
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}
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/** Resets both the total_industries and the _industry_counts
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 * This way, we centralize all counts activities */
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static inline void ResetIndustryCounts()
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{
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	_total_industries = 0;
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	memset(&_industry_counts, 0, sizeof(_industry_counts));
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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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extern const Industry **_industry_sort;
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extern bool _industry_sort_dirty;
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0
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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,
0
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};
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#endif /* INDUSTRY_H */