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75dd135e8d
# Conflicts: # regression/regression/result.txt # src/industrytype.h # src/network/core/config.h # src/network/core/network_game_info.cpp # src/network/core/network_game_info.h # src/network/core/packet.cpp # src/network/core/packet.h # src/network/core/tcp.cpp # src/network/core/tcp.h # src/network/core/tcp_admin.cpp # src/network/core/tcp_content.cpp # src/network/core/tcp_coordinator.cpp # src/network/core/tcp_game.cpp # src/network/core/tcp_game.h # src/network/core/tcp_turn.cpp # src/network/core/udp.cpp # src/network/core/udp.h # src/network/network_admin.cpp # src/network/network_client.cpp # src/network/network_client.h # src/network/network_command.cpp # src/network/network_content.cpp # src/network/network_internal.h # src/network/network_query.cpp # src/network/network_query.h # src/network/network_server.cpp # src/network/network_server.h # src/network/network_turn.cpp # src/network/network_udp.cpp # src/rail_gui.cpp # src/road_gui.cpp
218 lines
12 KiB
C++
218 lines
12 KiB
C++
/*
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* This file is part of OpenTTD.
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* 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.
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* 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.
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* 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/>.
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*/
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/** @file industrytype.h %Industry type specs. */
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#ifndef INDUSTRYTYPE_H
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#define INDUSTRYTYPE_H
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#include "map_type.h"
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#include "slope_type.h"
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#include "industry_type.h"
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#include "landscape_type.h"
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#include "cargo_type.h"
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#include "newgrf_animation_type.h"
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#include "newgrf_commons.h"
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#include <array>
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#include <vector>
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#include <variant>
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enum IndustryCleanupType {
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CLEAN_RANDOMSOUNDS, ///< Free the dynamically allocated sounds table
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};
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/** Available types of industry lifetimes. */
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enum IndustryLifeType {
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INDUSTRYLIFE_BLACK_HOLE = 0, ///< Like power plants and banks
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INDUSTRYLIFE_EXTRACTIVE = 1 << 0, ///< Like mines
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INDUSTRYLIFE_ORGANIC = 1 << 1, ///< Like forests
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INDUSTRYLIFE_PROCESSING = 1 << 2, ///< Like factories
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};
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/**
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* Available procedures to check whether an industry may build at a given location.
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* @see CheckNewIndustryProc, _check_new_industry_procs[]
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*/
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enum CheckProc {
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CHECK_NOTHING, ///< Always succeeds.
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CHECK_FOREST, ///< %Industry should be build above snow-line in arctic climate.
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CHECK_REFINERY, ///< %Industry should be positioned near edge of the map.
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CHECK_FARM, ///< %Industry should be below snow-line in arctic.
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CHECK_PLANTATION, ///< %Industry should NOT be in the desert.
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CHECK_WATER, ///< %Industry should be in the desert.
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CHECK_LUMBERMILL, ///< %Industry should be in the rain forest.
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CHECK_BUBBLEGEN, ///< %Industry should be in low land.
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CHECK_OIL_RIG, ///< Industries at sea should be positioned near edge of the map.
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CHECK_END, ///< End marker of the industry check procedures.
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};
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/** How was the industry created */
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enum IndustryConstructionType {
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ICT_UNKNOWN, ///< in previous game version or without newindustries activated
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ICT_NORMAL_GAMEPLAY, ///< either by user or random creation process
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ICT_MAP_GENERATION, ///< during random map creation
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ICT_SCENARIO_EDITOR, ///< while editing a scenario
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};
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/** Various industry behaviours mostly to represent original TTD specialities */
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enum IndustryBehaviour {
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INDUSTRYBEH_NONE = 0,
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INDUSTRYBEH_PLANT_FIELDS = 1 << 0, ///< periodically plants fields around itself (temp and arctic farms)
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INDUSTRYBEH_CUT_TREES = 1 << 1, ///< cuts trees and produce first output cargo from them (lumber mill)
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INDUSTRYBEH_BUILT_ONWATER = 1 << 2, ///< is built on water (oil rig)
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INDUSTRYBEH_TOWN1200_MORE = 1 << 3, ///< can only be built in towns larger than 1200 inhabitants (temperate bank)
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INDUSTRYBEH_ONLY_INTOWN = 1 << 4, ///< can only be built in towns (arctic/tropic banks, water tower)
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INDUSTRYBEH_ONLY_NEARTOWN = 1 << 5, ///< is always built near towns (toy shop)
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INDUSTRYBEH_PLANT_ON_BUILT = 1 << 6, ///< Fields are planted around when built (all farms)
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INDUSTRYBEH_DONT_INCR_PROD = 1 << 7, ///< do not increase production (oil wells) in the temperate climate
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INDUSTRYBEH_BEFORE_1950 = 1 << 8, ///< can only be built before 1950 (oil wells)
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INDUSTRYBEH_AFTER_1960 = 1 << 9, ///< can only be built after 1960 (oil rigs)
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INDUSTRYBEH_AI_AIRSHIP_ROUTES = 1 << 10, ///< ai will attempt to establish air/ship routes to this industry (oil rig)
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INDUSTRYBEH_AIRPLANE_ATTACKS = 1 << 11, ///< can be exploded by a military airplane (oil refinery)
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INDUSTRYBEH_CHOPPER_ATTACKS = 1 << 12, ///< can be exploded by a military helicopter (factory)
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INDUSTRYBEH_CAN_SUBSIDENCE = 1 << 13, ///< can cause a subsidence (coal mine, shaft that collapses)
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/* The following flags are only used for newindustries and do no represent any normal behaviour */
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INDUSTRYBEH_PROD_MULTI_HNDLING = 1 << 14, ///< Automatic production multiplier handling
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INDUSTRYBEH_PRODCALLBACK_RANDOM = 1 << 15, ///< Production callback needs random bits in var 10
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INDUSTRYBEH_NOBUILT_MAPCREATION = 1 << 16, ///< Do not force one instance of this type to appear on map generation
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INDUSTRYBEH_CANCLOSE_LASTINSTANCE = 1 << 17, ///< Allow closing down the last instance of this type
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INDUSTRYBEH_CARGOTYPES_UNLIMITED = 1 << 18, ///< Allow produced/accepted cargoes callbacks to supply more than 2 and 3 types
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INDUSTRYBEH_NO_PAX_PROD_CLAMP = 1 << 19, ///< Do not clamp production of passengers. (smooth economy only)
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};
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DECLARE_ENUM_AS_BIT_SET(IndustryBehaviour)
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/** Flags for miscellaneous industry tile specialities */
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enum IndustryTileSpecialFlags {
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INDTILE_SPECIAL_NONE = 0,
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INDTILE_SPECIAL_NEXTFRAME_RANDOMBITS = 1 << 0, ///< Callback 0x26 needs random bits
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INDTILE_SPECIAL_ACCEPTS_ALL_CARGO = 1 << 1, ///< Tile always accepts all cargoes the associated industry accepts
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};
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DECLARE_ENUM_AS_BIT_SET(IndustryTileSpecialFlags)
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/** Definition of one tile in an industry tile layout */
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struct IndustryTileLayoutTile {
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TileIndexDiffC ti;
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IndustryGfx gfx;
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};
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/** A complete tile layout for an industry is a list of tiles */
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using IndustryTileLayout = std::vector<IndustryTileLayoutTile>;
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/**
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* Defines the data structure for constructing industry.
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*/
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struct IndustrySpec {
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std::vector<IndustryTileLayout> layouts; ///< List of possible tile layouts for the industry
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std::vector<uint64_t> layout_anim_masks; ///< Animation inhibit masks for tile layouts for the industry
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uint8_t cost_multiplier; ///< Base construction cost multiplier.
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uint32_t removal_cost_multiplier; ///< Base removal cost multiplier.
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uint32_t prospecting_chance; ///< Chance prospecting succeeds
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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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std::array<CargoID, INDUSTRY_NUM_OUTPUTS> produced_cargo{};
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std::array<std::variant<CargoLabel, MixedCargoType>, INDUSTRY_NUM_OUTPUTS> produced_cargo_label{};
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std::array<byte, INDUSTRY_NUM_OUTPUTS> production_rate{};
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/**
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* minimum amount of cargo transported to the stations.
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* If the waiting cargo is less than this number, no cargo is moved to it.
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*/
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byte minimal_cargo;
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std::array<CargoID, INDUSTRY_NUM_INPUTS> accepts_cargo{}; ///< 16 accepted cargoes.
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std::array<std::variant<CargoLabel, MixedCargoType>, INDUSTRY_NUM_INPUTS> accepts_cargo_label{};
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uint16_t input_cargo_multiplier[INDUSTRY_NUM_INPUTS][INDUSTRY_NUM_OUTPUTS]; ///< Input cargo multipliers (multiply amount of incoming cargo for the produced cargoes)
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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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IndustryBehaviour 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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StringID production_up_text; ///< Message appearing when the industry's production is increasing
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StringID production_down_text; ///< Message appearing when the industry's production is decreasing
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StringID station_name; ///< Default name for nearby station
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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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uint8_t number_of_sounds; ///< Number of sounds available in the sounds array
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const uint8_t *random_sounds; ///< array of random sounds.
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/* Newgrf data */
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uint16_t callback_mask; ///< Bitmask of industry callbacks that have to be called
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uint8_t cleanup_flag; ///< flags indicating which data should be freed upon cleaning up
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bool enabled; ///< entity still available (by default true).newgrf can disable it, though
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GRFFileProps grf_prop; ///< properties related to the grf file
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bool IsRawIndustry() const;
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bool IsProcessingIndustry() const;
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Money GetConstructionCost() const;
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Money GetRemovalCost() const;
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bool UsesOriginalEconomy() const;
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~IndustrySpec();
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};
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/**
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* Defines the data structure of each individual tile of an industry.
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* @note A tile can at most accept 3 types of cargo, even if an industry as a whole can accept more types.
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*/
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struct IndustryTileSpec {
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std::array<CargoID, INDUSTRY_NUM_INPUTS> accepts_cargo; ///< Cargo accepted by this tile
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std::array<std::variant<CargoLabel, MixedCargoType>, INDUSTRY_NUM_INPUTS> accepts_cargo_label;
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std::array<int8_t, INDUSTRY_NUM_INPUTS> acceptance; ///< Level of acceptance per cargo type (signed, may be negative!)
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Slope slopes_refused; ///< slope pattern on which this tile cannot be built
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byte anim_production; ///< Animation frame to start when goods are produced
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byte anim_next; ///< Next frame in an animation
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/**
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* When true, the tile has to be drawn using the animation
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* state instead of the construction state
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*/
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bool anim_state;
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/* Newgrf data */
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uint8_t callback_mask; ///< Bitmask of industry tile callbacks that have to be called
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AnimationInfo animation; ///< Information about the animation (is it looping, how many loops etc)
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IndustryTileSpecialFlags special_flags; ///< Bitmask of extra flags used by the tile
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bool enabled; ///< entity still available (by default true).newgrf can disable it, though
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GRFFileProps grf_prop; ///< properties related to the grf file
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};
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/* industry_cmd.cpp*/
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const IndustrySpec *GetIndustrySpec(IndustryType thistype); ///< Array of industries data
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const IndustryTileSpec *GetIndustryTileSpec(IndustryGfx gfx); ///< Array of industry tiles data
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void ResetIndustries();
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/* writable arrays of specs */
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extern IndustrySpec _industry_specs[NUM_INDUSTRYTYPES];
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extern IndustryTileSpec _industry_tile_specs[NUM_INDUSTRYTILES];
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/* industry_gui.cpp */
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void SortIndustryTypes();
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/* Industry types sorted alphabetically by name. */
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extern std::array<IndustryType, NUM_INDUSTRYTYPES> _sorted_industry_types;
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/**
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* Do industry gfx ID translation for NewGRFs.
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* @param gfx the type to get the override for.
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* @return the gfx to actually work with.
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*/
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inline IndustryGfx GetTranslatedIndustryTileID(IndustryGfx gfx)
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{
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/* the 0xFF should be GFX_WATERTILE_SPECIALCHECK but for reasons of include mess,
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* we'll simplify the writing.
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* Basically, the first test is required since the GFX_WATERTILE_SPECIALCHECK value
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* will never be assigned as a tile index and is only required in order to do some
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* tests while building the industry (as in WATER REQUIRED */
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if (gfx != 0xFF) {
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dbg_assert(gfx < INVALID_INDUSTRYTILE);
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const IndustryTileSpec *it = &_industry_tile_specs[gfx];
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return it->grf_prop.override == INVALID_INDUSTRYTILE ? gfx : it->grf_prop.override;
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} else {
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return gfx;
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}
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}
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static const uint8_t IT_INVALID = 255;
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#endif /* INDUSTRYTYPE_H */
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