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https://github.com/JGRennison/OpenTTD-patches.git
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6e761a18d6
No assignation yet, no real work either.
363 lines
16 KiB
C
363 lines
16 KiB
C
/* $Id$ */
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/** @file industry.h */
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#ifndef INDUSTRY_H
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#define INDUSTRY_H
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#include "oldpool.h"
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#include "core/random_func.hpp"
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#include "newgrf_storage.h"
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#include "cargo_type.h"
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#include "economy_type.h"
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#include "map_type.h"
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#include "slope_type.h"
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#include "date_type.h"
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#include "town_type.h"
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#include "industry_type.h"
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#include "newgrf_string_type.h"
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enum {
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INVALID_INDUSTRY = 0xFFFF,
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NEW_INDUSTRYOFFSET = 37, ///< original number of industries
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NUM_INDUSTRYTYPES = 64, ///< total number of industries, new and old
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INDUSTRYTILE_NOANIM = 0xFF, ///< flag to mark industry tiles as having no animation
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NEW_INDUSTRYTILEOFFSET = 175, ///< original number of tiles
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INVALID_INDUSTRYTYPE = NUM_INDUSTRYTYPES, ///< one above amount is considered invalid
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NUM_INDUSTRYTILES = 512, ///< total number of industry tiles, new and old
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INVALID_INDUSTRYTILE = NUM_INDUSTRYTILES, ///< one above amount is considered invalid
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INDUSTRY_COMPLETED = 3, ///< final stage of industry construction.
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};
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enum {
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CLEAN_RANDOMSOUNDS, ///< Free the dynamically allocated sounds table
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CLEAN_TILELSAYOUT, ///< Free the dynamically allocated tile layout structure
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};
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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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/* 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,
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CHECK_FOREST,
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CHECK_REFINERY,
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CHECK_FARM,
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CHECK_PLANTATION,
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CHECK_WATER,
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CHECK_LUMBERMILL,
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CHECK_BUBBLEGEN,
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CHECK_OIL_RIG,
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CHECK_END,
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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 proccess
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ICT_MAP_GENERATION, ///< during random map creation
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ICT_SCENARIO_EDITOR ///< while scenarion edition
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};
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enum IndustryBehaviour {
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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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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 then 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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};
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DECLARE_ENUM_AS_BIT_SET(IndustryBehaviour);
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DECLARE_OLD_POOL(Industry, Industry, 3, 8000)
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/**
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* Defines the internal data of a functionnal industry
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*/
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struct Industry : PoolItem<Industry, IndustryID, &_Industry_pool> {
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typedef PersistentStorageArray<uint32, 16> PersistentStorage;
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TileIndex xy; ///< coordinates of the primary tile the industry is built one
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byte width;
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byte height;
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const 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_color; ///< 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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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 = 0) : xy(tile) {}
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~Industry();
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inline bool IsValid() const { return this->xy != 0; }
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};
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struct IndustryTileTable {
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TileIndexDiffC ti;
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IndustryGfx gfx;
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};
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/** Data related to the handling of grf files. Common to both industry and industry tile */
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struct GRFFileProps {
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uint16 subst_id;
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uint16 local_id; ///< id defined by the grf file for this industry
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struct SpriteGroup *spritegroup; ///< pointer to the different sprites of the industry
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const struct GRFFile *grffile; ///< grf file that introduced this industry
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uint16 override; ///< id of the entity been replaced by
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};
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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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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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uint8 cost_multiplier; ///< Base construction cost multiplier.
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uint32 removal_cost_multiplier; ///< Base removal cost multiplier.
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uint16 raw_industry_cost_multiplier; ///< Multiplier for the raw industries cost
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uint32 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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CargoID produced_cargo[2];
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byte production_rate[2];
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byte minimal_cargo; ///< 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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CargoID accepts_cargo[3]; ///< 3 accepted cargos
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uint16 input_cargo_multiplier[3][2]; ///< Input cargo multipliers (multiply amount of incoming cargo for the produced cargos)
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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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GRFMappedStringID name; ///< Displayed name of the industry
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GRFMappedStringID new_industry_text; ///< Message appearing when the industry is built
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GRFMappedStringID closure_text; ///< Message appearing when the industry closes
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GRFMappedStringID production_up_text; ///< Message appearing when the industry's production is increasing
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GRFMappedStringID production_down_text; ///< Message appearing when the industry's production is decreasing
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GRFMappedStringID 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 number_of_sounds; ///< Number of sounds available in the sounds array
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const uint8 *random_sounds; ///< array of random sounds.
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/* Newgrf data */
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uint16 callback_flags; ///< Flags telling which grf callback is set
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uint8 cleanup_flag; ///< flags indicating which data should be freed upon cleaning up
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bool enabled; ///< entity still avaible (by default true).newgrf can disable it, though
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struct GRFFileProps grf_prop; ///< properties related the the grf file
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/**
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* Is an industry with the spec a raw industry?
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* @return true if it should be handled as a raw industry
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*/
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bool IsRawIndustry() const;
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/**
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* Get the cost for constructing this industry
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* @return the cost (inflation corrected etc)
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*/
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Money GetConstructionCost() const;
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/**
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* Get the cost for removing this industry
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* Take note that the cost will always be zero for non-grf industries.
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* Only if the grf author did specified a cost will it be applicable.
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* @return the cost (inflation corrected etc)
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*/
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Money GetRemovalCost() const;
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};
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/**
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* Defines the data structure of each indivudual tile of an industry.
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*/
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struct IndustryTileSpec {
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CargoID accepts_cargo[3]; ///< Cargo accepted by this tile
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uint8 acceptance[3]; ///< Level of aceptance per cargo type
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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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bool anim_state; ///< 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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/* Newgrf data */
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uint8 callback_flags; ///< Flags telling which grf callback is set
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uint16 animation_info; ///< Information about the animation (is it looping, how many loops etc)
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uint8 animation_speed; ///< The speed of the animation
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uint8 animation_triggers; ///< When to start the animation
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uint8 animation_special_flags; ///< Extra flags to influence the animation
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bool enabled; ///< entity still avaible (by default true).newgrf can disable it, though
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struct GRFFileProps grf_prop;
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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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void PlantRandomFarmField(const Industry *i);
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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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static 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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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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/* smallmap_gui.cpp */
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void BuildIndustriesLegend();
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/**
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* Check if an Industry exists whithin the pool of industries
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* @param index of the desired industry
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* @return true if it is inside the pool
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*/
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static inline bool IsValidIndustryID(IndustryID index)
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{
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return index < GetIndustryPoolSize() && GetIndustry(index)->IsValid();
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}
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static inline IndustryID GetMaxIndustryIndex()
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{
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/* TODO - This isn't the real content of the function, but
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* with the new pool-system this will be replaced with one that
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* _really_ returns the highest index. Now it just returns
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* the next safe value we are sure about everything is below.
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*/
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return GetIndustryPoolSize() - 1;
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}
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extern int _total_industries; // general counter
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extern uint16 _industry_counts[NUM_INDUSTRYTYPES]; // Number of industries per type ingame
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static inline uint GetNumIndustries()
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{
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return _total_industries;
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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 < INVALID_INDUSTRYTYPE */
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static inline void IncIndustryTypeCount(IndustryType type)
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{
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assert(type < INVALID_INDUSTRYTYPE);
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_industry_counts[type]++;
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_total_industries++;
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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 < INVALID_INDUSTRYTYPE */
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static inline void DecIndustryTypeCount(IndustryType type)
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{
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assert(type < INVALID_INDUSTRYTYPE);
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_industry_counts[type]--;
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_total_industries--;
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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 < INVALID_INDUSTRYTYPE */
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static inline uint8 GetIndustryTypeCount(IndustryType type)
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{
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assert(type < INVALID_INDUSTRYTYPE);
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return min(_industry_counts[type], 0xFF); // callback expects only a byte, so cut it
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}
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/** Resets both the total_industries and the _industry_counts
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* This way, we centralize all counts activities */
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static inline void ResetIndustryCounts()
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{
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_total_industries = 0;
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memset(&_industry_counts, 0, sizeof(_industry_counts));
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}
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/**
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* Return a random valid industry.
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*/
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static inline Industry *GetRandomIndustry()
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{
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int num = RandomRange(GetNumIndustries());
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IndustryID index = INVALID_INDUSTRY;
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if (GetNumIndustries() == 0) return NULL;
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while (num >= 0) {
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num--;
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index++;
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/* Make sure we have a valid industry */
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while (!IsValidIndustryID(index)) {
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index++;
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assert(index <= GetMaxIndustryIndex());
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}
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}
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return GetIndustry(index);
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}
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#define FOR_ALL_INDUSTRIES_FROM(i, start) for (i = GetIndustry(start); i != NULL; i = (i->index + 1U < GetIndustryPoolSize()) ? GetIndustry(i->index + 1U) : NULL) if (i->IsValid())
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#define FOR_ALL_INDUSTRIES(i) FOR_ALL_INDUSTRIES_FROM(i, 0)
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extern const Industry **_industry_sort;
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extern bool _industry_sort_dirty;
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static const uint8 IT_INVALID = 255;
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#endif /* INDUSTRY_H */
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