src/industry.h
branchgamebalance
changeset 9911 0b8b245a2391
parent 9910 0b2aebc8283e
child 9912 1ac8aac92385
--- a/src/industry.h	Wed Jun 13 11:17:30 2007 +0000
+++ b/src/industry.h	Wed Jun 13 11:45:14 2007 +0000
@@ -67,10 +67,8 @@
 	byte width;
 	byte height;
 	const Town* town;               ///< Nearest town
-	CargoID produced_cargo[2];      ///< 2 production cargo slots
 	uint16 cargo_waiting[2];        ///< amount of cargo produced per cargo
 	byte production_rate[2];        ///< production rate for each cargo
-	CargoID accepts_cargo[3];       ///< 3 input cargo slots
 	byte prod_level;                ///< general production level
 	uint16 last_mo_production[2];   ///< stats of last month production per cargo
 	uint16 last_mo_transported[2];  ///< stats of last month transport per cargo
@@ -79,7 +77,7 @@
 	uint16 total_transported[2];    ///< total units transported per cargo
 	uint16 counter;                 ///< used for animation and/or production (if available cargo)
 
-	byte type;                      ///< type of industry. see IT_COAL_MINE and others
+	IndustryType type;              ///< type of industry. see IT_COAL_MINE and others
 	OwnerByte owner;                ///< owner of the industry.  Which SHOULD always be (imho) OWNER_NONE
 	byte random_color;              ///< randomized colour of the industry, for display purpose
 	Year last_prod_year;            ///< last year of production
@@ -107,6 +105,7 @@
 	byte minimal_cargo;                   ///< minimum amount of cargo transported to the stations
 	                                      ///< If the waiting cargo is less than this number, no cargo is moved to it
 	CargoID accepts_cargo[3];             ///< 3 accepted cargos
+	uint16 input_cargo_multiplier[3][2];  ///< Input cargo multipliers (multiply amount of incoming cargo for the produced cargos)
 	IndustryLifeType life_type;           ///< This is also known as Industry production flag, in newgrf specs
 	byte climate_availability;            ///< Bitmask, giving landscape enums as bit position
 	IndustyBehaviour behaviour;           ///< How this industry will behave, and how others entities can use it
@@ -118,6 +117,8 @@
 	StringID production_down_text;        ///< Message appearing when the industry's production is decreasing
 	byte appear_ingame[NUM_LANDSCAPE];    ///< Probability of appearance in game
 	byte appear_creation[NUM_LANDSCAPE];  ///< Probability of appearance during map creation
+	uint8 number_of_sounds;               ///< Number of sounds available in the sounds array
+	const uint8 *random_sounds;           ///< array of random sounds.
 	/* Newgrf stuff coming in */
 	uint16 callback_flags;                ///< Flags telling which grf callback is set
 	byte subst_id;
@@ -134,11 +135,17 @@
 	byte anim_production;                 ///< Animation frame to start when goods are produced
 	byte anim_next;                       ///< Next frame in an animation
 	bool anim_state;                      ///< When true, the tile has to be drawn using the animation
-                                         ///< state instead of the construction state
+	                                      ///< state instead of the construction state
 };
 
+/* industry_cmd.cpp*/
 const IndustrySpec *GetIndustrySpec(IndustryType thistype);    ///< Array of industries default data
 const IndustryTileSpec *GetIndustryTileSpec(IndustryGfx gfx);  ///< Array of industry tiles default data
+void ResetIndustries();
+void PlantRandomFarmField(const Industry *i);
+
+/* smallmap_gui.cpp */
+void BuildIndustriesLegend();
 
 DECLARE_OLD_POOL(Industry, Industry, 3, 8000)
 
@@ -217,10 +224,6 @@
 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,