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authorsmatz <smatz@openttd.org>2009-08-30 11:40:01 +0000
committersmatz <smatz@openttd.org>2009-08-30 11:40:01 +0000
commitc94b9973e60959cdb9bd706bddbf79727fb4dbe7 (patch)
treeca5ba7f3e16517f06140078ae11a064063069387 /src/industrytype.h
parent86ebf88176f640420c465c58d35ef7ce0b4445f1 (diff)
downloadopenttd-c94b9973e60959cdb9bd706bddbf79727fb4dbe7.tar.xz
(svn r17315) -Codechange: move code related to industry types to separate file
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+/* $Id$ */
+
+/*
+ * 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 "core/enum_type.hpp"
+#include "economy_type.h"
+#include "map_type.h"
+#include "slope_type.h"
+#include "industry_type.h"
+#include "landscape_type.h"
+#include "tile_type.h"
+
+enum {
+ CLEAN_RANDOMSOUNDS, ///< Free the dynamically allocated sounds table
+ CLEAN_TILELSAYOUT, ///< Free the dynamically allocated tile layout structure
+};
+
+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
+};
+
+/* Procedures that can be run to check whether an industry may
+ * build at location the given to the procedure */
+enum CheckProc {
+ CHECK_NOTHING,
+ CHECK_FOREST,
+ CHECK_REFINERY,
+ CHECK_FARM,
+ CHECK_PLANTATION,
+ CHECK_WATER,
+ CHECK_LUMBERMILL,
+ CHECK_BUBBLEGEN,
+ CHECK_OIL_RIG,
+ CHECK_END,
+};
+
+/** 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 proccess
+ ICT_MAP_GENERATION, ///< during random map creation
+ ICT_SCENARIO_EDITOR ///< while scenarion edition
+};
+
+enum IndustryBehaviour {
+ INDUSTRYBEH_NONE = 0,
+ INDUSTRYBEH_PLANT_FIELDS = 1 << 0, ///< periodically plants fileds around itself (temp and artic 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
+};
+DECLARE_ENUM_AS_BIT_SET(IndustryBehaviour);
+
+struct IndustryTileTable {
+ TileIndexDiffC ti;
+ IndustryGfx gfx;
+};
+
+/** Data related to the handling of grf files. Common to both industry and industry tile */
+struct GRFFileProps {
+ uint16 subst_id;
+ uint16 local_id; ///< id defined by the grf file for this industry
+ struct SpriteGroup *spritegroup; ///< pointer to the different sprites of the industry
+ const struct GRFFile *grffile; ///< grf file that introduced this industry
+ uint16 override; ///< id of the entity been replaced by
+};
+
+/**
+ * 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
+ uint8 cost_multiplier; ///< Base construction cost multiplier.
+ uint32 removal_cost_multiplier; ///< Base removal cost multiplier.
+ uint16 raw_industry_cost_multiplier; ///< Base construction cost multiplier when building raw industries like secondary. (not modifiable by NewGRFs)
+ uint32 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[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
+ uint16 input_cargo_multiplier[3][2]; ///< Input cargo multipliers (multiply amount of incoming cargo for the produced 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
+ 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 number_of_sounds; ///< Number of sounds available in the sounds array
+ const uint8 *random_sounds; ///< array of random sounds.
+ /* Newgrf data */
+ uint16 callback_flags; ///< Flags telling which grf callback is set
+ uint8 cleanup_flag; ///< flags indicating which data should be freed upon cleaning up
+ bool enabled; ///< entity still avaible (by default true).newgrf can disable it, though
+ struct GRFFileProps grf_prop; ///< properties related the the grf file
+
+ /**
+ * Is an industry with the spec a raw industry?
+ * @return true if it should be handled as a raw industry
+ */
+ bool IsRawIndustry() const;
+
+ /**
+ * Get the cost for constructing this industry
+ * @return the cost (inflation corrected etc)
+ */
+ Money GetConstructionCost() const;
+
+ /**
+ * Get the cost for removing this industry
+ * Take note that the cost will always be zero for non-grf industries.
+ * Only if the grf author did specified a cost will it be applicable.
+ * @return the cost (inflation corrected etc)
+ */
+ Money GetRemovalCost() const;
+};
+
+/**
+ * Defines the data structure of each indivudual tile of an industry.
+ */
+struct IndustryTileSpec {
+ CargoID accepts_cargo[3]; ///< Cargo accepted by this tile
+ uint8 acceptance[3]; ///< Level of aceptance per cargo type
+ 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
+ /* Newgrf data */
+ uint8 callback_flags; ///< Flags telling which grf callback is set
+ uint16 animation_info; ///< Information about the animation (is it looping, how many loops etc)
+ uint8 animation_speed; ///< The speed of the animation
+ uint8 animation_triggers; ///< When to start the animation
+ uint8 animation_special_flags; ///< Extra flags to influence the animation
+ bool enabled; ///< entity still avaible (by default true).newgrf can disable it, though
+ struct GRFFileProps grf_prop;
+};
+
+/* 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];
+
+static 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;
+ }
+}
+
+extern uint16 _industry_counts[NUM_INDUSTRYTYPES]; // Number of industries per type ingame
+
+/** Increment the count of industries for this type
+ * @param type IndustryType to increment
+ * @pre type < INVALID_INDUSTRYTYPE */
+static inline void IncIndustryTypeCount(IndustryType type)
+{
+ assert(type < INVALID_INDUSTRYTYPE);
+ _industry_counts[type]++;
+}
+
+/** Decrement the count of industries for this type
+ * @param type IndustryType to decrement
+ * @pre type < INVALID_INDUSTRYTYPE */
+static inline void DecIndustryTypeCount(IndustryType type)
+{
+ assert(type < INVALID_INDUSTRYTYPE);
+ _industry_counts[type]--;
+}
+
+/** get the count of industries for this type
+ * @param type IndustryType to query
+ * @pre type < INVALID_INDUSTRYTYPE */
+static inline uint8 GetIndustryTypeCount(IndustryType type)
+{
+ assert(type < INVALID_INDUSTRYTYPE);
+ return min(_industry_counts[type], 0xFF); // callback expects only a byte, so cut it
+}
+
+/** Resets both the total_industries and the _industry_counts
+ * This way, we centralize all counts activities */
+static inline void ResetIndustryCounts()
+{
+ memset(&_industry_counts, 0, sizeof(_industry_counts));
+}
+
+static const uint8 IT_INVALID = 255;
+
+#endif /* INDUSTRYTYPE_H */