(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.
/* $Id$ */
/** @file cargotype.cpp */
#include "stdafx.h"
#include "openttd.h"
#include "macros.h"
#include "table/sprites.h"
#include "table/strings.h"
#include "newgrf_cargo.h"
#include "cargotype.h"
#include "table/cargo_const.h"
static CargoSpec _cargo[NUM_CARGO];
static const byte INVALID_CARGO = 0xFF;
/* Bitmask of cargo types available */
uint32 _cargo_mask;
void SetupCargoForClimate(LandscapeID l)
{
assert(l < lengthof(_default_climate_cargo));
/* Reset and disable all cargo types */
memset(_cargo, 0, sizeof(_cargo));
for (CargoID i = 0; i < lengthof(_cargo); i++) _cargo[i].bitnum = INVALID_CARGO;
_cargo_mask = 0;
for (CargoID i = 0; i < lengthof(_default_climate_cargo[l]); i++) {
CargoLabel cl = _default_climate_cargo[l][i];
/* Loop through each of the default cargo types to see if
* the label matches */
for (uint j = 0; j < lengthof(_default_cargo); j++) {
if (_default_cargo[j].label == cl) {
_cargo[i] = _default_cargo[j];
/* Populate the available cargo mask */
SETBIT(_cargo_mask, i);
break;
}
}
}
}
const CargoSpec *GetCargo(CargoID c)
{
assert(c < lengthof(_cargo));
return &_cargo[c];
}
bool CargoSpec::IsValid() const
{
return bitnum != INVALID_CARGO;
}
CargoID GetCargoIDByLabel(CargoLabel cl)
{
for (CargoID c = 0; c < lengthof(_cargo); c++) {
if (_cargo[c].label == cl) return c;
}
/* No matching label was found, so it is invalid */
return CT_INVALID;
}