(svn r9577) -Codechange: Add notion and data for industry map colour, used in the smallmap_gui. Not used yet.
-Move the check proc array, in order to make it more useful latter. -Add basic newGRF stuff on the industry spec. Not used yet.
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@@ -22,6 +22,21 @@ enum IndustryLifeType {
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INDUSTRYLIFE_CLOSABLE, ///< Industry can only close (no production change)
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};
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/* Procedures that can be run to check whether an industry may
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* build at location the given to the procedure */
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enum CheckProc {
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CHECK_NOTHING = 0,
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CHECK_FOREST = 1,
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CHECK_REFINERY = 2,
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CHECK_FARM = 3,
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CHECK_PLANTATION = 4,
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CHECK_WATER = 5,
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CHECK_LUMBERMILL = 6,
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CHECK_BUBBLEGEN = 7,
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CHECK_OIL_RIG = 8,
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CHECK_END,
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};
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enum IndustyBehaviour {
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INDUSTRYBEH_NONE = 0,
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INDUSTRYBEH_PLANT_FIELDS = 1 << 0, ///< periodically plants fileds around itself (temp and artic farms)
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@@ -83,7 +98,7 @@ struct IndustryTileTable {
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struct IndustrySpec {
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const IndustryTileTable *const *table;///< List of the tiles composing the industry
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byte num_table; ///< Number of elements in the table
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byte cost_multiplier; ///< Base cost multiplier*/
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byte cost_multiplier; ///< Base cost multiplier. Watch out for this one, << 5 VS << 8
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IndustryType conflicting[3]; ///< Industries this industry cannot be close to
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byte check_proc; ///< Index to a procedure to check for conflicting circumstances
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CargoID produced_cargo[2];
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@@ -94,6 +109,7 @@ struct IndustrySpec {
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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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@@ -101,6 +117,11 @@ struct IndustrySpec {
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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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/* Newgrf stuff coming in */
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uint16 callback_flags; ///< Flags telling which grf callback is set
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byte subst_id;
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uint32 grfid;
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byte override;
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};
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/**
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