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https://github.com/JGRennison/OpenTTD-patches.git
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186 lines
6.9 KiB
C++
186 lines
6.9 KiB
C++
/* $Id$ */
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/*
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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 industry.h Base of all industries. */
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#ifndef INDUSTRY_H
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#define INDUSTRY_H
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#include "newgrf_storage.h"
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#include "subsidy_type.h"
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#include "industry_map.h"
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#include "tilearea_type.h"
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typedef Pool<Industry, IndustryID, 64, 64000> IndustryPool;
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extern IndustryPool _industry_pool;
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/**
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* Production level maximum, minimum and default values.
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* It is not a value been really used in order to change, but rather an indicator
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* of how the industry is behaving.
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*/
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enum ProductionLevels {
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PRODLEVEL_CLOSURE = 0x00, ///< signal set to actually close the industry
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PRODLEVEL_MINIMUM = 0x04, ///< below this level, the industry is set to be closing
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PRODLEVEL_DEFAULT = 0x10, ///< default level set when the industry is created
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PRODLEVEL_MAXIMUM = 0x80, ///< the industry is running at full speed
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};
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/**
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* Defines the internal data of a functional industry.
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*/
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struct Industry : IndustryPool::PoolItem<&_industry_pool> {
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TileArea location; ///< Location of the industry
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Town *town; ///< Nearest town
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CargoID produced_cargo[2]; ///< 2 production cargo slots
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uint16 produced_cargo_waiting[2]; ///< amount of cargo produced per cargo
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uint16 incoming_cargo_waiting[3]; ///< incoming cargo waiting to be processed
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byte production_rate[2]; ///< production rate for each cargo
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byte prod_level; ///< general production level
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CargoID accepts_cargo[3]; ///< 3 input cargo slots
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uint16 this_month_production[2]; ///< stats of this month's production per cargo
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uint16 this_month_transported[2]; ///< stats of this month's transport per cargo
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byte last_month_pct_transported[2]; ///< percentage transported per cargo in the last full month
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uint16 last_month_production[2]; ///< total units produced per cargo in the last full month
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uint16 last_month_transported[2]; ///< total units transported per cargo in the last full month
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uint16 counter; ///< used for animation and/or production (if available cargo)
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IndustryType type; ///< type of industry.
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OwnerByte owner; ///< owner of the industry. Which SHOULD always be (imho) OWNER_NONE
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byte random_colour; ///< randomized colour of the industry, for display purpose
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Year last_prod_year; ///< last year of production
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byte was_cargo_delivered; ///< flag that indicate this has been the closest industry chosen for cargo delivery by a station. see DeliverGoodsToIndustry
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PartOfSubsidyByte part_of_subsidy; ///< NOSAVE: is this industry a source/destination of a subsidy?
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OwnerByte founder; ///< Founder of the industry
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Date construction_date; ///< Date of the construction of the industry
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uint8 construction_type; ///< Way the industry was constructed (@see IndustryConstructionType)
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Date last_cargo_accepted_at; ///< Last day cargo was accepted by this industry
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byte selected_layout; ///< Which tile layout was used when creating the industry
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byte random_triggers; ///< Triggers for the random
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uint16 random; ///< Random value used for randomisation of all kinds of things
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PersistentStorage *psa; ///< Persistent storage for NewGRF industries.
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Industry(TileIndex tile = INVALID_TILE) : location(tile, 0, 0) {}
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~Industry();
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void RecomputeProductionMultipliers();
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/**
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* Check if a given tile belongs to this industry.
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* @param tile The tile to check.
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* @return True if the tile is part of this industry.
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*/
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inline bool TileBelongsToIndustry(TileIndex tile) const
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{
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return IsTileType(tile, MP_INDUSTRY) && GetIndustryIndex(tile) == this->index;
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}
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/**
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* Get the industry of the given tile
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* @param tile the tile to get the industry from
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* @pre IsTileType(t, MP_INDUSTRY)
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* @return the industry
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*/
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static inline Industry *GetByTile(TileIndex tile)
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{
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return Industry::Get(GetIndustryIndex(tile));
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}
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static Industry *GetRandom();
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static void PostDestructor(size_t index);
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/**
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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 < NUM_INDUSTRYTYPES
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*/
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static inline void IncIndustryTypeCount(IndustryType type)
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{
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assert(type < NUM_INDUSTRYTYPES);
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counts[type]++;
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}
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/**
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* Decrement the count of industries for this type.
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* @param type IndustryType to decrement
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* @pre type < NUM_INDUSTRYTYPES
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*/
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static inline void DecIndustryTypeCount(IndustryType type)
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{
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assert(type < NUM_INDUSTRYTYPES);
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counts[type]--;
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}
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/**
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* Get the count of industries for this type.
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* @param type IndustryType to query
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* @pre type < NUM_INDUSTRYTYPES
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*/
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static inline uint16 GetIndustryTypeCount(IndustryType type)
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{
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assert(type < NUM_INDUSTRYTYPES);
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return counts[type];
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}
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/** Resets industry counts. */
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static inline void ResetIndustryCounts()
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{
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memset(&counts, 0, sizeof(counts));
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}
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protected:
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static uint16 counts[NUM_INDUSTRYTYPES]; ///< Number of industries per type ingame
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};
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void PlantRandomFarmField(const Industry *i);
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void ReleaseDisastersTargetingIndustry(IndustryID);
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bool IsTileForestIndustry(TileIndex tile);
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#define FOR_ALL_INDUSTRIES_FROM(var, start) FOR_ALL_ITEMS_FROM(Industry, industry_index, var, start)
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#define FOR_ALL_INDUSTRIES(var) FOR_ALL_INDUSTRIES_FROM(var, 0)
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/** Data for managing the number of industries of a single industry type. */
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struct IndustryTypeBuildData {
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uint32 probability; ///< Relative probability of building this industry.
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byte min_number; ///< Smallest number of industries that should exist (either \c 0 or \c 1).
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uint16 target_count; ///< Desired number of industries of this type.
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uint16 max_wait; ///< Starting number of turns to wait (copied to #wait_count).
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uint16 wait_count; ///< Number of turns to wait before trying to build again.
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void Reset();
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bool GetIndustryTypeData(IndustryType it);
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};
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/**
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* Data for managing the number and type of industries in the game.
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*/
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struct IndustryBuildData {
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IndustryTypeBuildData builddata[NUM_INDUSTRYTYPES]; ///< Industry build data for every industry type.
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uint32 wanted_inds; ///< Number of wanted industries (bits 31-16), and a fraction (bits 15-0).
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void Reset();
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void SetupTargetCount();
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void TryBuildNewIndustry();
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void MonthlyLoop();
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};
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extern IndustryBuildData _industry_builder;
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#endif /* INDUSTRY_H */
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