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@@ -119,48 +119,49 @@ struct IndustrySpec {
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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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struct GRFFileProps grf_prop; ///< properties related the the grf file
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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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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 default data
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const IndustryTileSpec *GetIndustryTileSpec(IndustryGfx gfx); ///< Array of industry tiles default data
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void ResetIndustries();
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void PlantRandomFarmField(const Industry *i);
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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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