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/* $Id$ */
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/** @file industry.h */
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# ifndef INDUSTRY_H
# define INDUSTRY_H
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# include "oldpool.h"
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# include "helpers.hpp"
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typedef byte IndustryGfx ;
typedef uint8 IndustryType ;
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enum {
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INVALID_INDUSTRY = 0xFFFF ,
NEW_INDUSTRYOFFSET = 37 , ///< original number of industries
NUM_INDUSTRYTYPES = 37 , ///< total number of industries, new and old
INDUSTRYTILE_NOANIM = 0xFF , ///< flag to mark industry tiles as having no animation
NEW_INDUSTRYTILEOFFSET = 175 , ///< original number of tiles
INVALID_INDUSTRYTYPE = NUM_INDUSTRYTYPES , ///< one above amount is considered invalid
NUM_INDUSTRYTILES = NEW_INDUSTRYTILEOFFSET , ///< total number of industry tiles, new and old
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 {
CLEAN_RANDOMSOUNDS , ///< Free the dynamically allocated sounds table
CLEAN_TILELSAYOUT , ///< Free the dynamically allocated tile layout structure
} ;
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enum IndustryLifeType {
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INDUSTRYLIFE_BLACK_HOLE = 0 , ///< Like power plants and banks
INDUSTRYLIFE_EXTRACTIVE = 1 < < 0 , ///< Like mines
INDUSTRYLIFE_ORGANIC = 1 < < 1 , ///< Like forests
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
* build at location the given to the procedure */
enum CheckProc {
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CHECK_NOTHING ,
CHECK_FOREST ,
CHECK_REFINERY ,
CHECK_FARM ,
CHECK_PLANTATION ,
CHECK_WATER ,
CHECK_LUMBERMILL ,
CHECK_BUBBLEGEN ,
CHECK_OIL_RIG ,
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CHECK_END ,
} ;
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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
ICT_NORMAL_GAMEPLAY , ///< either by user or random creation proccess
ICT_MAP_GENERATION , ///< during random map creation
ICT_SCENARIO_EDITOR ///< while scenarion edition
} ;
/** From where is callback CBID_INDUSTRY_AVAILABLE been called */
enum IndustryAvailabilityCallType {
IACT_MAPGENERATION , ///< during random map generation
IACT_RANDOMCREATION , ///< during creation of random ingame industry
IACT_USERCREATION , ///< from the Fund/build window
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} ;
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enum IndustyBehaviour {
INDUSTRYBEH_NONE = 0 ,
INDUSTRYBEH_PLANT_FIELDS = 1 < < 0 , ///< periodically plants fileds around itself (temp and artic farms)
INDUSTRYBEH_CUT_TREES = 1 < < 1 , ///< cuts trees and produce first output cargo from them (lumber mill)
INDUSTRYBEH_BUILT_ONWATER = 1 < < 2 , ///< is built on water (oil rig)
INDUSTRYBEH_TOWN1200_MORE = 1 < < 3 , ///< can only be built in towns larger then 1200 inhabitants (temperate bank)
INDUSTRYBEH_ONLY_INTOWN = 1 < < 4 , ///< can only be built in towns (arctic/tropic banks, water tower)
INDUSTRYBEH_ONLY_NEARTOWN = 1 < < 5 , ///< is always built near towns (toy shop)
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)
INDUSTRYBEH_AFTER_1960 = 1 < < 9 , ///< can only be built after 1960 (oil rigs)
INDUSTRYBEH_AI_AIRSHIP_ROUTES = 1 < < 10 , ///< ai will attempt to establish air/ship routes to this industry (oil rig)
INDUSTRYBEH_AIRPLANE_ATTACKS = 1 < < 11 , ///< can be exploded by a military airplane (oil refinery)
INDUSTRYBEH_CHOPPER_ATTACKS = 1 < < 12 , ///< can be exploded by a military helicopter (factory)
INDUSTRYBEH_CAN_SUBSIDENCE = 1 < < 13 , ///< can cause a subsidence (coal mine, shaft that collapses)
} ;
DECLARE_ENUM_AS_BIT_SET ( IndustyBehaviour ) ;
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struct Industry ;
DECLARE_OLD_POOL ( Industry , Industry , 3 , 8000 )
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/**
* Defines the internal data of a functionnal industry
*/
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struct Industry : PoolItem < Industry , IndustryID , & _Industry_pool > {
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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
uint16 incoming_cargo_waiting [ 3 ] ; ///< incoming cargo waiting to be processed
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byte production_rate [ 2 ] ; ///< production rate for each cargo
byte prod_level ; ///< general production level
uint16 this_month_production [ 2 ] ; ///< stats of this month's production per cargo
uint16 this_month_transported [ 2 ] ; ///< stats of this month's transport per cargo
byte last_month_pct_transported [ 2 ] ; ///< percentage transported per cargo in the last full month
uint16 last_month_production [ 2 ] ; ///< total units produced per cargo in the last full month
uint16 last_month_transported [ 2 ] ; ///< total units transported per cargo in the last full month
uint16 counter ; ///< used for animation and/or production (if available cargo)
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IndustryType type ; ///< type of industry.
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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
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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OwnerByte founder ; ///< Founder of the industry
Date construction_date ; ///< Date of the construction of the industry
uint8 construction_type ; ///< Way the industry was constructed (@see IndustryConstructionType)
Date last_cargo_accepted_at ; ///< Last day cargo was accepted by this industry
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byte selected_layout ; ///< Which tile layout was used when creating the industry
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Industry ( TileIndex tile = 0 ) : xy ( tile ) { }
~ Industry ( ) ;
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inline bool IsValid ( ) const { return this - > xy ! = 0 ; }
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} ;
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struct IndustryTileTable {
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TileIndexDiffC ti ;
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 */
struct GRFFileProps {
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uint16 subst_id ;
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uint16 local_id ; ///< id defined by the grf file for this industry
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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/**
* Defines the data structure for constructing industry .
*/
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struct IndustrySpec {
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const IndustryTileTable * const * table ; ///< List of the tiles composing the industry
byte num_table ; ///< Number of elements in the table
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uint8 cost_multiplier ; ///< Base cost multiplier.
uint16 raw_industry_cost_multiplier ; ///< Multiplier for the raw industries cost
uint32 prospecting_chance ; ///< Chance prospecting succeeds
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IndustryType conflicting [ 3 ] ; ///< Industries this industry cannot be close to
byte check_proc ; ///< Index to a procedure to check for conflicting circumstances
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CargoID produced_cargo [ 2 ] ;
byte production_rate [ 2 ] ;
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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
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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
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
StringID production_up_text ; ///< Message appearing when the industry's production is increasing
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
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
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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/**
* Is an industry with the spec a raw industry ?
* @ return true if it should be handled as a raw industry
*/
bool IsRawIndustry ( ) const ;
/**
* Get the cost for constructing this industry
* @ return the cost ( inflation corrected etc )
*/
Money GetConstructionCost ( ) const ;
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} ;
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/**
* Defines the data structure of each indivudual tile of an industry .
*/
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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
byte anim_next ; ///< Next frame in an animation
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)
uint8 animation_speed ; ///< The speed of the animation
uint8 animation_triggers ; ///< When to start the animation
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 ( ) ;
void PlantRandomFarmField ( const Industry * i ) ;
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/* writable arrays of specs */
extern IndustrySpec _industry_specs [ NUM_INDUSTRYTYPES ] ;
extern IndustryTileSpec _industry_tile_specs [ NUM_INDUSTRYTILES ] ;
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static inline IndustryGfx GetTranslatedIndustryTileID ( IndustryGfx gfx )
{
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/* the 0xFF should be GFX_WATERTILE_SPECIALCHECK but for reasons of include mess,
* we ' ll simplify the writing .
* Basically , the first test is required since the GFX_WATERTILE_SPECIALCHECK value
* will never be assigned as a tile index and is only required in order to do some
* tests while building the industry ( as in WATER REQUIRED */
if ( gfx ! = 0xFF ) {
assert ( gfx < INVALID_INDUSTRYTILE ) ;
const IndustryTileSpec * it = & _industry_tile_specs [ gfx ] ;
return it - > grf_prop . override = = INVALID_INDUSTRYTILE ? gfx : it - > grf_prop . override ;
} else {
return gfx ;
}
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}
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/* smallmap_gui.cpp */
void BuildIndustriesLegend ( ) ;
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/**
* Check if an Industry exists whithin the pool of industries
* @ param index of the desired industry
* @ return true if it is inside the pool
*/
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static inline bool IsValidIndustryID ( IndustryID index )
{
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return index < GetIndustryPoolSize ( ) & & GetIndustry ( index ) - > IsValid ( ) ;
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}
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static inline IndustryID GetMaxIndustryIndex ( )
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{
/* TODO - This isn't the real content of the function, but
* 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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return GetIndustryPoolSize ( ) - 1 ;
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}
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extern int _total_industries ; // general counter
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
* @ param type IndustryType to increment
* @ pre type < INVALID_INDUSTRYTYPE */
static inline void IncIndustryTypeCount ( IndustryType type )
{
assert ( type < INVALID_INDUSTRYTYPE ) ;
_industry_counts [ type ] + + ;
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_total_industries + + ;
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}
/** Decrement the count of industries for this type
* @ param type IndustryType to decrement
* @ pre type < INVALID_INDUSTRYTYPE */
static inline void DecIndustryTypeCount ( IndustryType type )
{
assert ( type < INVALID_INDUSTRYTYPE ) ;
_industry_counts [ type ] - - ;
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_total_industries - - ;
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}
/** get the count of industries for this type
* @ param type IndustryType to query
* @ pre type < INVALID_INDUSTRYTYPE */
static inline uint8 GetIndustryTypeCount ( IndustryType type )
{
assert ( type < INVALID_INDUSTRYTYPE ) ;
return min ( _industry_counts [ type ] , 0xFF ) ; // callback expects only a byte, so cut it
}
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/** Resets both the total_industries and the _industry_counts
* This way , we centralize all counts activities */
static inline void ResetIndustryCounts ( )
{
_total_industries = 0 ;
memset ( & _industry_counts , 0 , sizeof ( _industry_counts ) ) ;
}
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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 ( ) ) ;
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 - - ;
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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}
}
return GetIndustry ( index ) ;
}
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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 (i->IsValid())
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# define FOR_ALL_INDUSTRIES(i) FOR_ALL_INDUSTRIES_FROM(i, 0)
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extern const Industry * * _industry_sort ;
extern bool _industry_sort_dirty ;
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static const uint8 IT_INVALID = 255 ;
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# endif /* INDUSTRY_H */