mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-11 13:10:45 +00:00
5c630e10b7
* Fix 2fd90960
: Missing default vehicles and industry acceptance/production.
Some default definitions are used across multiple climate types and relied on climate-independent cargo slot even though they specified a climate-dependent cargo type.
Add MixedCargoType that indirectly allows multiple labels to be specified for these.
214 lines
11 KiB
C++
214 lines
11 KiB
C++
/*
|
|
* This file is part of OpenTTD.
|
|
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
|
|
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
|
|
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
|
|
*/
|
|
|
|
/** @file industrytype.h %Industry type specs. */
|
|
|
|
#ifndef INDUSTRYTYPE_H
|
|
#define INDUSTRYTYPE_H
|
|
|
|
#include "map_type.h"
|
|
#include "slope_type.h"
|
|
#include "industry_type.h"
|
|
#include "landscape_type.h"
|
|
#include "cargo_type.h"
|
|
#include "newgrf_animation_type.h"
|
|
#include "newgrf_commons.h"
|
|
|
|
enum IndustryCleanupType {
|
|
CLEAN_RANDOMSOUNDS, ///< Free the dynamically allocated sounds table
|
|
};
|
|
|
|
/** Available types of industry lifetimes. */
|
|
enum IndustryLifeType {
|
|
INDUSTRYLIFE_BLACK_HOLE = 0, ///< Like power plants and banks
|
|
INDUSTRYLIFE_EXTRACTIVE = 1 << 0, ///< Like mines
|
|
INDUSTRYLIFE_ORGANIC = 1 << 1, ///< Like forests
|
|
INDUSTRYLIFE_PROCESSING = 1 << 2, ///< Like factories
|
|
};
|
|
|
|
/**
|
|
* Available procedures to check whether an industry may build at a given location.
|
|
* @see CheckNewIndustryProc, _check_new_industry_procs[]
|
|
*/
|
|
enum CheckProc {
|
|
CHECK_NOTHING, ///< Always succeeds.
|
|
CHECK_FOREST, ///< %Industry should be build above snow-line in arctic climate.
|
|
CHECK_REFINERY, ///< %Industry should be positioned near edge of the map.
|
|
CHECK_FARM, ///< %Industry should be below snow-line in arctic.
|
|
CHECK_PLANTATION, ///< %Industry should NOT be in the desert.
|
|
CHECK_WATER, ///< %Industry should be in the desert.
|
|
CHECK_LUMBERMILL, ///< %Industry should be in the rain forest.
|
|
CHECK_BUBBLEGEN, ///< %Industry should be in low land.
|
|
CHECK_OIL_RIG, ///< Industries at sea should be positioned near edge of the map.
|
|
CHECK_END, ///< End marker of the industry check procedures.
|
|
};
|
|
|
|
/** How was the industry created */
|
|
enum IndustryConstructionType {
|
|
ICT_UNKNOWN, ///< in previous game version or without newindustries activated
|
|
ICT_NORMAL_GAMEPLAY, ///< either by user or random creation process
|
|
ICT_MAP_GENERATION, ///< during random map creation
|
|
ICT_SCENARIO_EDITOR, ///< while editing a scenario
|
|
};
|
|
|
|
/** Various industry behaviours mostly to represent original TTD specialities */
|
|
enum IndustryBehaviour {
|
|
INDUSTRYBEH_NONE = 0,
|
|
INDUSTRYBEH_PLANT_FIELDS = 1 << 0, ///< periodically plants fields around itself (temp and arctic farms)
|
|
INDUSTRYBEH_CUT_TREES = 1 << 1, ///< cuts trees and produce first output cargo from them (lumber mill)
|
|
INDUSTRYBEH_BUILT_ONWATER = 1 << 2, ///< is built on water (oil rig)
|
|
INDUSTRYBEH_TOWN1200_MORE = 1 << 3, ///< can only be built in towns larger than 1200 inhabitants (temperate bank)
|
|
INDUSTRYBEH_ONLY_INTOWN = 1 << 4, ///< can only be built in towns (arctic/tropic banks, water tower)
|
|
INDUSTRYBEH_ONLY_NEARTOWN = 1 << 5, ///< is always built near towns (toy shop)
|
|
INDUSTRYBEH_PLANT_ON_BUILT = 1 << 6, ///< Fields are planted around when built (all farms)
|
|
INDUSTRYBEH_DONT_INCR_PROD = 1 << 7, ///< do not increase production (oil wells) in the temperate climate
|
|
INDUSTRYBEH_BEFORE_1950 = 1 << 8, ///< can only be built before 1950 (oil wells)
|
|
INDUSTRYBEH_AFTER_1960 = 1 << 9, ///< can only be built after 1960 (oil rigs)
|
|
INDUSTRYBEH_AI_AIRSHIP_ROUTES = 1 << 10, ///< ai will attempt to establish air/ship routes to this industry (oil rig)
|
|
INDUSTRYBEH_AIRPLANE_ATTACKS = 1 << 11, ///< can be exploded by a military airplane (oil refinery)
|
|
INDUSTRYBEH_CHOPPER_ATTACKS = 1 << 12, ///< can be exploded by a military helicopter (factory)
|
|
INDUSTRYBEH_CAN_SUBSIDENCE = 1 << 13, ///< can cause a subsidence (coal mine, shaft that collapses)
|
|
/* The following flags are only used for newindustries and do no represent any normal behaviour */
|
|
INDUSTRYBEH_PROD_MULTI_HNDLING = 1 << 14, ///< Automatic production multiplier handling
|
|
INDUSTRYBEH_PRODCALLBACK_RANDOM = 1 << 15, ///< Production callback needs random bits in var 10
|
|
INDUSTRYBEH_NOBUILT_MAPCREATION = 1 << 16, ///< Do not force one instance of this type to appear on map generation
|
|
INDUSTRYBEH_CANCLOSE_LASTINSTANCE = 1 << 17, ///< Allow closing down the last instance of this type
|
|
INDUSTRYBEH_CARGOTYPES_UNLIMITED = 1 << 18, ///< Allow produced/accepted cargoes callbacks to supply more than 2 and 3 types
|
|
INDUSTRYBEH_NO_PAX_PROD_CLAMP = 1 << 19, ///< Do not clamp production of passengers. (smooth economy only)
|
|
};
|
|
DECLARE_ENUM_AS_BIT_SET(IndustryBehaviour)
|
|
|
|
/** Flags for miscellaneous industry tile specialities */
|
|
enum IndustryTileSpecialFlags {
|
|
INDTILE_SPECIAL_NONE = 0,
|
|
INDTILE_SPECIAL_NEXTFRAME_RANDOMBITS = 1 << 0, ///< Callback 0x26 needs random bits
|
|
INDTILE_SPECIAL_ACCEPTS_ALL_CARGO = 1 << 1, ///< Tile always accepts all cargoes the associated industry accepts
|
|
};
|
|
DECLARE_ENUM_AS_BIT_SET(IndustryTileSpecialFlags)
|
|
|
|
/** Definition of one tile in an industry tile layout */
|
|
struct IndustryTileLayoutTile {
|
|
TileIndexDiffC ti;
|
|
IndustryGfx gfx;
|
|
};
|
|
|
|
/** A complete tile layout for an industry is a list of tiles */
|
|
using IndustryTileLayout = std::vector<IndustryTileLayoutTile>;
|
|
|
|
/**
|
|
* Defines the data structure for constructing industry.
|
|
*/
|
|
struct IndustrySpec {
|
|
std::vector<IndustryTileLayout> layouts; ///< List of possible tile layouts for the industry
|
|
uint8_t cost_multiplier; ///< Base construction cost multiplier.
|
|
uint32_t removal_cost_multiplier; ///< Base removal cost multiplier.
|
|
uint32_t prospecting_chance; ///< Chance prospecting succeeds
|
|
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[INDUSTRY_NUM_OUTPUTS];
|
|
std::variant<CargoLabel, MixedCargoType> produced_cargo_label[INDUSTRY_NUM_OUTPUTS];
|
|
byte production_rate[INDUSTRY_NUM_OUTPUTS];
|
|
/**
|
|
* minimum amount of cargo transported to the stations.
|
|
* If the waiting cargo is less than this number, no cargo is moved to it.
|
|
*/
|
|
byte minimal_cargo;
|
|
CargoID accepts_cargo[INDUSTRY_NUM_INPUTS]; ///< 16 accepted cargoes.
|
|
std::variant<CargoLabel, MixedCargoType> accepts_cargo_label[INDUSTRY_NUM_INPUTS];
|
|
uint16_t input_cargo_multiplier[INDUSTRY_NUM_INPUTS][INDUSTRY_NUM_OUTPUTS]; ///< Input cargo multipliers (multiply amount of incoming cargo for the produced cargoes)
|
|
IndustryLifeType life_type; ///< This is also known as Industry production flag, in newgrf specs
|
|
byte climate_availability; ///< Bitmask, giving landscape enums as bit position
|
|
IndustryBehaviour 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
|
|
StringID station_name; ///< Default name for nearby station
|
|
byte appear_ingame[NUM_LANDSCAPE]; ///< Probability of appearance in game
|
|
byte appear_creation[NUM_LANDSCAPE]; ///< Probability of appearance during map creation
|
|
uint8_t number_of_sounds; ///< Number of sounds available in the sounds array
|
|
const uint8_t *random_sounds; ///< array of random sounds.
|
|
/* Newgrf data */
|
|
uint16_t callback_mask; ///< Bitmask of industry callbacks that have to be called
|
|
uint8_t cleanup_flag; ///< flags indicating which data should be freed upon cleaning up
|
|
bool enabled; ///< entity still available (by default true).newgrf can disable it, though
|
|
GRFFileProps grf_prop; ///< properties related to the grf file
|
|
|
|
bool IsRawIndustry() const;
|
|
bool IsProcessingIndustry() const;
|
|
Money GetConstructionCost() const;
|
|
Money GetRemovalCost() const;
|
|
bool UsesOriginalEconomy() const;
|
|
|
|
~IndustrySpec();
|
|
};
|
|
|
|
/**
|
|
* Defines the data structure of each individual tile of an industry.
|
|
* @note A tile can at most accept 3 types of cargo, even if an industry as a whole can accept more types.
|
|
*/
|
|
struct IndustryTileSpec {
|
|
std::array<CargoID, INDUSTRY_NUM_INPUTS> accepts_cargo; ///< Cargo accepted by this tile
|
|
std::array<std::variant<CargoLabel, MixedCargoType>, INDUSTRY_NUM_INPUTS> accepts_cargo_label;
|
|
std::array<int8_t, INDUSTRY_NUM_INPUTS> acceptance; ///< Level of acceptance per cargo type (signed, may be negative!)
|
|
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
|
|
/**
|
|
* When true, the tile has to be drawn using the animation
|
|
* state instead of the construction state
|
|
*/
|
|
bool anim_state;
|
|
/* Newgrf data */
|
|
uint8_t callback_mask; ///< Bitmask of industry tile callbacks that have to be called
|
|
AnimationInfo animation; ///< Information about the animation (is it looping, how many loops etc)
|
|
IndustryTileSpecialFlags special_flags; ///< Bitmask of extra flags used by the tile
|
|
bool enabled; ///< entity still available (by default true).newgrf can disable it, though
|
|
GRFFileProps grf_prop; ///< properties related to the grf file
|
|
};
|
|
|
|
/* industry_cmd.cpp*/
|
|
const IndustrySpec *GetIndustrySpec(IndustryType thistype); ///< Array of industries data
|
|
const IndustryTileSpec *GetIndustryTileSpec(IndustryGfx gfx); ///< Array of industry tiles data
|
|
void ResetIndustries();
|
|
|
|
/* writable arrays of specs */
|
|
extern IndustrySpec _industry_specs[NUM_INDUSTRYTYPES];
|
|
extern IndustryTileSpec _industry_tile_specs[NUM_INDUSTRYTILES];
|
|
|
|
/* industry_gui.cpp */
|
|
void SortIndustryTypes();
|
|
/* Industry types sorted alphabetically by name. */
|
|
extern std::array<IndustryType, NUM_INDUSTRYTYPES> _sorted_industry_types;
|
|
|
|
/**
|
|
* Do industry gfx ID translation for NewGRFs.
|
|
* @param gfx the type to get the override for.
|
|
* @return the gfx to actually work with.
|
|
*/
|
|
inline IndustryGfx GetTranslatedIndustryTileID(IndustryGfx gfx)
|
|
{
|
|
/* the 0xFF should be GFX_WATERTILE_SPECIALCHECK but for reasons of include mess,
|
|
* we'll simplify the writing.
|
|
* Basically, the first test is required since the GFX_WATERTILE_SPECIALCHECK value
|
|
* will never be assigned as a tile index and is only required in order to do some
|
|
* tests while building the industry (as in WATER REQUIRED */
|
|
if (gfx != 0xFF) {
|
|
assert(gfx < INVALID_INDUSTRYTILE);
|
|
const IndustryTileSpec *it = &_industry_tile_specs[gfx];
|
|
return it->grf_prop.override == INVALID_INDUSTRYTILE ? gfx : it->grf_prop.override;
|
|
} else {
|
|
return gfx;
|
|
}
|
|
}
|
|
|
|
static const uint8_t IT_INVALID = 255;
|
|
|
|
#endif /* INDUSTRYTYPE_H */
|