src/industry.h
author celestar
Mon, 19 Mar 2007 09:33:17 +0000
branchgamebalance
changeset 9894 70d78ac95d6c
parent 6527 f584ab6d87f8
child 6298 c30fe89622df
child 6573 7624f942237f
child 9895 7bd07f43b0e3
permissions -rw-r--r--
(svn r9310) [gamebalance] -Feature: Player performance now influences the wealth level of a town (albeit only on a small scale). This is the first feedback effect that the player has on the local and global economy. Please refrain from using the AI too much for the time being because it'll trash the ratings most likely.
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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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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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};
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typedef enum IndustryLifeTypes {
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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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} IndustryLifeType;
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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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typedef struct IndustryTileTable {
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	TileIndexDiffC ti;
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	IndustryGfx gfx;
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} IndustryTileTable;
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/**
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 * Defines the data structure for constructing industry.
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 */
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typedef 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*/
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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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	StringID name;                        ///< Displayed name of the industry
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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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} IndustrySpec;
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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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typedef 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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} IndustryTileSpec;
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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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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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   107
static inline bool IsValidIndustryID(IndustryID index)
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   108
{
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   109
	return index < GetIndustryPoolSize() && IsValidIndustry(GetIndustry(index));
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   110
}
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   111
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   112
VARDEF int _total_industries; //general counter
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   113
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   114
static inline IndustryID GetMaxIndustryIndex(void)
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   115
{
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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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   119
	 *  the next safe value we are sure about everything is below.
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   120
	 */
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   121
	return GetIndustryPoolSize() - 1;
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   122
}
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   123
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   124
static inline uint GetNumIndustries(void)
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   125
{
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   126
	return _total_industries;
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   127
}
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   128
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   129
/**
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   130
 * Return a random valid industry.
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   131
 */
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   132
static inline Industry *GetRandomIndustry(void)
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   133
{
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   134
	int num = RandomRange(GetNumIndustries());
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   135
	IndustryID index = INVALID_INDUSTRY;
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   136
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   137
	if (GetNumIndustries() == 0) return NULL;
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   138
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   139
	while (num >= 0) {
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   140
		num--;
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   141
		index++;
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   142
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   143
		/* Make sure we have a valid industry */
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   144
		while (!IsValidIndustryID(index)) {
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   145
			index++;
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   146
			assert(index <= GetMaxIndustryIndex());
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   147
		}
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   148
	}
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   149
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	return GetIndustry(index);
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   151
}
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   152
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void DestroyIndustry(Industry *i);
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   154
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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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   159
}
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   160
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   161
#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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   162
#define FOR_ALL_INDUSTRIES(i) FOR_ALL_INDUSTRIES_FROM(i, 0)
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   163
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VARDEF const Industry** _industry_sort;
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   165
VARDEF bool _industry_sort_dirty;
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   166
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2775485abdf6 (svn r4347) CodeChange : Renamed IndustryType to IndustryLifeType. Cleanup step toward bringing accessors [G|S]etIndustrype
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   167
0
29654efe3188 (svn r1) Import of revision 975 of old (crashed) SVN
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void DeleteIndustry(Industry *is);
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23dd79414386 (svn r6001) -Feature: when removing a farm, his farmland is removed too (over time) (based on peter1138's patch, FS#82)
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   169
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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   174
	IT_SAWMILL             =   2,
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	IT_FOREST              =   3,
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	IT_OIL_REFINERY        =   4,
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   177
	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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   182
	IT_COPPER_MINE         =  10,
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   183
	IT_OIL_WELL            =  11,
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   184
	IT_BANK_TEMP           =  12,
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   185
	IT_FOOD_PROCESS        =  13,
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   186
	IT_PAPER_MILL          =  14,
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   187
	IT_GOLD_MINE           =  15,
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   188
	IT_BANK_TROPIC_ARCTIC  =  16,
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   189
	IT_DIAMOND_MINE        =  17,
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   190
	IT_IRON_MINE           =  18,
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   191
	IT_FRUIT_PLANTATION    =  19,
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   192
	IT_RUBBER_PLANTATION   =  20,
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   193
	IT_WATER_SUPPLY        =  21,
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   194
	IT_WATER_TOWER         =  22,
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   195
	IT_FACTORY_2           =  23,
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   196
	IT_FARM_2              =  24,
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   197
	IT_LUMBER_MILL         =  25,
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   198
	IT_COTTON_CANDY        =  26,
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   199
	IT_CANDY_FACTORY       =  27,
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   200
	IT_BATTERY_FARM        =  28,
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   201
	IT_COLA_WELLS          =  29,
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   202
	IT_TOY_SHOP            =  30,
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   203
	IT_TOY_FACTORY         =  31,
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   204
	IT_PLASTIC_FOUNTAINS   =  32,
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   205
	IT_FIZZY_DRINK_FACTORY =  33,
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   206
	IT_BUBBLE_GENERATOR    =  34,
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   207
	IT_TOFFEE_QUARRY       =  35,
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   208
	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 */