(svn r10078) -Codechange: Centralize all industry counts data and access
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@@ -208,14 +208,14 @@ static inline IndustryID GetMaxIndustryIndex()
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return GetIndustryPoolSize() - 1;
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}
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extern int _total_industries; // general counter
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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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extern int _total_industries; // general counter
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return _total_industries;
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}
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extern uint16 _industry_counts[NUM_INDUSTRYTYPES]; // Number of industries per type ingame
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/** Increment the count of industries for this type
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* @param type IndustryType to increment
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* @pre type < INVALID_INDUSTRYTYPE */
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@@ -223,6 +223,7 @@ static inline void IncIndustryTypeCount(IndustryType type)
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{
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assert(type < INVALID_INDUSTRYTYPE);
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_industry_counts[type]++;
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_total_industries++;
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}
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/** Decrement the count of industries for this type
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@@ -232,6 +233,7 @@ static inline void DecIndustryTypeCount(IndustryType type)
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{
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assert(type < INVALID_INDUSTRYTYPE);
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_industry_counts[type]--;
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_total_industries--;
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}
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/** get the count of industries for this type
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@@ -243,6 +245,14 @@ static inline uint8 GetIndustryTypeCount(IndustryType type)
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return min(_industry_counts[type], 0xFF); // callback expects only a byte, so cut it
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}
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/** Resets both the total_industries and the _industry_counts
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* This way, we centralize all counts activities */
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static inline void ResetIndustryCounts()
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{
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_total_industries = 0;
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memset(&_industry_counts, 0, sizeof(_industry_counts));
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}
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/**
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* Return a random valid industry.
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*/
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