/* $Id$ */
/** @file industry.h */
# ifndef INDUSTRY_H
# define INDUSTRY_H
# include "oldpool.h"
typedef byte IndustryGfx ;
typedef uint8 IndustryType ;
enum {
INVALID_INDUSTRY = 0xFFFF ,
INDUTILE_NOAMIN = 0xFF , ///< flag to mark industry tiles as having no animation
} ;
enum IndustryLifeType {
INDUSTRYLIFE_NOT_CLOSABLE , ///< Industry can never close
INDUSTRYLIFE_PRODUCTION , ///< Industry can close and change of production
INDUSTRYLIFE_CLOSABLE , ///< Industry can only close (no production change)
} ;
/**
* Defines the internal data of a functionnal industry
*/
struct Industry {
TileIndex xy ; ///< coordinates of the primary tile the industry is built one
byte width ;
byte height ;
const Town * town ; ///< Nearest town
CargoID produced_cargo [ 2 ] ; ///< 2 production cargo slots
uint16 cargo_waiting [ 2 ] ; ///< amount of cargo produced per cargo
byte production_rate [ 2 ] ; ///< production rate for each cargo
CargoID accepts_cargo [ 3 ] ; ///< 3 input cargo slots
byte prod_level ; ///< general production level
uint16 last_mo_production [ 2 ] ; ///< stats of last month production per cargo
uint16 last_mo_transported [ 2 ] ; ///< stats of last month transport per cargo
byte pct_transported [ 2 ] ; ///< percentage transported per cargo
uint16 total_production [ 2 ] ; ///< total units produced per cargo
uint16 total_transported [ 2 ] ; ///< total units transported per cargo
uint16 counter ; ///< used for animation and/or production (if available cargo)
byte type ; ///< type of industry. see IT_COAL_MINE and others
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
IndustryID index ; ///< index of the industry in the pool of industries
} ;
struct IndustryTileTable {
TileIndexDiffC ti ;
IndustryGfx gfx ;
} ;
/**
* Defines the data structure for constructing industry .
*/
struct IndustrySpec {
const IndustryTileTable * const * table ; ///< List of the tiles composing the industry
byte num_table ; ///< Number of elements in the table
byte cost_multiplier ; ///< Base cost multiplier*/
IndustryType conflicting [ 3 ] ; ///< Industries this industry cannot be close to
byte check_proc ; ///< Index to a procedure to check for conflicting circumstances
CargoID produced_cargo [ 2 ] ;
byte production_rate [ 2 ] ;
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
IndustryLifeType life_type ; ///< This is also known as Industry production flag, in newgrf specs
byte climate_availability ; ///< Bitmask, giving landscape enums as bit position
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
} ;
/**
* Defines the data structure of each indivudual tile of an industry .
*/
struct IndustryTileSpec {
CargoID accepts_cargo [ 3 ] ; ///< Cargo accepted by this tile
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
} ;
const IndustrySpec * GetIndustrySpec ( IndustryType thistype ) ; ///< Array of industries default data
const IndustryTileSpec * GetIndustryTileSpec ( IndustryGfx gfx ) ; ///< Array of industry tiles default data
DECLARE_OLD_POOL ( Industry , Industry , 3 , 8000 )
/**
* Check if an Industry really exists .
* @ param industry to check
* @ return true if position is a valid one
*/
static inline bool IsValidIndustry ( const Industry * industry )
{
return industry - > xy ! = 0 ;
}
/**
* Check if an Industry exists whithin the pool of industries
* @ param index of the desired industry
* @ return true if it is inside the pool
*/
static inline bool IsValidIndustryID ( IndustryID index )
{
return index < GetIndustryPoolSize ( ) & & IsValidIndustry ( GetIndustry ( index ) ) ;
}
VARDEF int _total_industries ; //general counter
static inline IndustryID GetMaxIndustryIndex ( )
{
/* TODO - This isn't the real content of the function, but
* with the new pool - system this will be replaced with one that
* _really_ returns the highest index . Now it just returns
* the next safe value we are sure about everything is below .
*/
return GetIndustryPoolSize ( ) - 1 ;
}
static inline uint GetNumIndustries ( )
{
return _total_industries ;
}
/**
* Return a random valid industry .
*/
static inline Industry * GetRandomIndustry ( )
{
int num = RandomRange ( GetNumIndustries ( ) ) ;
IndustryID index = INVALID_INDUSTRY ;
if ( GetNumIndustries ( ) = = 0 ) return NULL ;
while ( num > = 0 ) {
num - - ;
index + + ;
/* Make sure we have a valid industry */
while ( ! IsValidIndustryID ( index ) ) {
index + + ;
assert ( index < = GetMaxIndustryIndex ( ) ) ;
}
}
return GetIndustry ( index ) ;
}
void DestroyIndustry ( Industry * i ) ;
static inline void DeleteIndustry ( Industry * i )
{
DestroyIndustry ( i ) ;
i - > xy = 0 ;
}
# define FOR_ALL_INDUSTRIES_FROM(i, start) for (i = GetIndustry(start); i != NULL; i = (i->index + 1U < GetIndustryPoolSize()) ? GetIndustry(i->index + 1U) : NULL) if (IsValidIndustry(i))
# define FOR_ALL_INDUSTRIES(i) FOR_ALL_INDUSTRIES_FROM(i, 0)
VARDEF const Industry * * _industry_sort ;
VARDEF bool _industry_sort_dirty ;
void DeleteIndustry ( Industry * is ) ;
void PlantRandomFarmField ( const Industry * i ) ;
enum {
IT_COAL_MINE = 0 ,
IT_POWER_STATION = 1 ,
IT_SAWMILL = 2 ,
IT_FOREST = 3 ,
IT_OIL_REFINERY = 4 ,
IT_OIL_RIG = 5 ,
IT_FACTORY = 6 ,
IT_PRINTING_WORKS = 7 ,
IT_STEEL_MILL = 8 ,
IT_FARM = 9 ,
IT_COPPER_MINE = 10 ,
IT_OIL_WELL = 11 ,
IT_BANK_TEMP = 12 ,
IT_FOOD_PROCESS = 13 ,
IT_PAPER_MILL = 14 ,
IT_GOLD_MINE = 15 ,
IT_BANK_TROPIC_ARCTIC = 16 ,
IT_DIAMOND_MINE = 17 ,
IT_IRON_MINE = 18 ,
IT_FRUIT_PLANTATION = 19 ,
IT_RUBBER_PLANTATION = 20 ,
IT_WATER_SUPPLY = 21 ,
IT_WATER_TOWER = 22 ,
IT_FACTORY_2 = 23 ,
IT_FARM_2 = 24 ,
IT_LUMBER_MILL = 25 ,
IT_COTTON_CANDY = 26 ,
IT_CANDY_FACTORY = 27 ,
IT_BATTERY_FARM = 28 ,
IT_COLA_WELLS = 29 ,
IT_TOY_SHOP = 30 ,
IT_TOY_FACTORY = 31 ,
IT_PLASTIC_FOUNTAINS = 32 ,
IT_FIZZY_DRINK_FACTORY = 33 ,
IT_BUBBLE_GENERATOR = 34 ,
IT_TOFFEE_QUARRY = 35 ,
IT_SUGAR_MINE = 36 ,
IT_END ,
IT_INVALID = 255 ,
} ;
# endif /* INDUSTRY_H */