File diff r6735:36a3a236575f → r6736:dedac489a3f9
src/industry.h
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@@ -119,48 +119,49 @@ struct IndustrySpec {
 
	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
 
	byte map_colour;                      ///< colour used for the small map
 
	StringID name;                        ///< Displayed name of the industry
 
	StringID new_industry_text;           ///< Message appearing when the industry is built
 
	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
 
	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 data */
 
	uint16 callback_flags;                ///< Flags telling which grf callback is set
 
	struct GRFFileProps grf_prop;         ///< properties related the the grf file
 
};
 

	
 
/**
 
 * Defines the data structure of each indivudual tile of an industry.
 
 */
 
struct IndustryTileSpec {
 
	CargoID accepts_cargo[3];             ///< Cargo accepted by this tile
 
	uint8 acceptance[3];                  ///< Level of aceptance per cargo type
 
	Slope slopes_refused;                 ///< slope pattern on which this tile cannot be built
 
	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
 
	/* Newgrf data */
 
	uint8 callback_flags;                ///< Flags telling which grf callback is set
 
	struct GRFFileProps grf_prop;
 
};
 

	
 
/* 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)
 

	
 
/**
 
 * Check if an Industry really exists.
 
 * @param industry to check