/* * 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 . */ /** @file industry.h Base of all industries. */ #ifndef INDUSTRY_H #define INDUSTRY_H #include "newgrf_storage.h" #include "subsidy_type.h" #include "industry_map.h" #include "industrytype.h" #include "tilearea_type.h" #include "station_base.h" typedef Pool IndustryPool; extern IndustryPool _industry_pool; /** * Production level maximum, minimum and default values. * It is not a value been really used in order to change, but rather an indicator * of how the industry is behaving. */ enum ProductionLevels { PRODLEVEL_CLOSURE = 0x00, ///< signal set to actually close the industry PRODLEVEL_MINIMUM = 0x04, ///< below this level, the industry is set to be closing PRODLEVEL_DEFAULT = 0x10, ///< default level set when the industry is created PRODLEVEL_MAXIMUM = 0x80, ///< the industry is running at full speed }; enum class IndustryAction : byte { SetControlFlags = 0, ///< Set IndustryControlFlags SetExclusiveSupplier = 1, ///< Set exclusive supplier SetExclusiveConsumer = 2, ///< Set exclusive consumer SetText = 3, ///< Set additional text }; /** * Flags to control/override the behaviour of an industry. * These flags are controlled by game scripts. */ enum IndustryControlFlags : byte { /** No flags in effect */ INDCTL_NONE = 0, /** When industry production change is evaluated, rolls to decrease are ignored. */ INDCTL_NO_PRODUCTION_DECREASE = 1 << 0, /** When industry production change is evaluated, rolls to increase are ignored. */ INDCTL_NO_PRODUCTION_INCREASE = 1 << 1, /** * Industry can not close regardless of production level or time since last delivery. * This does not prevent a closure already announced. */ INDCTL_NO_CLOSURE = 1 << 2, /** Mask of all flags set */ INDCTL_MASK = INDCTL_NO_PRODUCTION_DECREASE | INDCTL_NO_PRODUCTION_INCREASE | INDCTL_NO_CLOSURE, }; DECLARE_ENUM_AS_BIT_SET(IndustryControlFlags); /** * Defines the internal data of a functional industry. */ struct Industry : IndustryPool::PoolItem<&_industry_pool> { TileArea location; ///< Location of the industry Town *town; ///< Nearest town Station *neutral_station; ///< Associated neutral station CargoID produced_cargo[INDUSTRY_NUM_OUTPUTS]; ///< 16 production cargo slots uint16 produced_cargo_waiting[INDUSTRY_NUM_OUTPUTS]; ///< amount of cargo produced per cargo uint16 incoming_cargo_waiting[INDUSTRY_NUM_INPUTS]; ///< incoming cargo waiting to be processed byte production_rate[INDUSTRY_NUM_OUTPUTS]; ///< production rate for each cargo byte prod_level; ///< general production level CargoID accepts_cargo[INDUSTRY_NUM_INPUTS]; ///< 16 input cargo slots uint16 this_month_production[INDUSTRY_NUM_OUTPUTS]; ///< stats of this month's production per cargo uint16 this_month_transported[INDUSTRY_NUM_OUTPUTS]; ///< stats of this month's transport per cargo byte last_month_pct_transported[INDUSTRY_NUM_OUTPUTS]; ///< percentage transported per cargo in the last full month uint16 last_month_production[INDUSTRY_NUM_OUTPUTS]; ///< total units produced per cargo in the last full month uint16 last_month_transported[INDUSTRY_NUM_OUTPUTS]; ///< total units transported per cargo in the last full month uint16 counter; ///< used for animation and/or production (if available cargo) IndustryType type; ///< type of industry. Owner owner; ///< owner of the industry. Which SHOULD always be (imho) OWNER_NONE byte random_colour; ///< randomized colour of the industry, for display purpose Year last_prod_year; ///< last year of production byte was_cargo_delivered; ///< flag that indicate this has been the closest industry chosen for cargo delivery by a station. see DeliverGoodsToIndustry IndustryControlFlags ctlflags; ///< flags overriding standard behaviours PartOfSubsidy part_of_subsidy; ///< NOSAVE: is this industry a source/destination of a subsidy? StationList stations_near; ///< NOSAVE: List of nearby stations. mutable std::string cached_name; ///< NOSAVE: Cache of the resolved name of the industry Owner founder; ///< Founder of the industry Date construction_date; ///< Date of the construction of the industry uint8 construction_type; ///< Way the industry was constructed (@see IndustryConstructionType) Date last_cargo_accepted_at[INDUSTRY_NUM_INPUTS]; ///< Last day each cargo type was accepted by this industry byte selected_layout; ///< Which tile layout was used when creating the industry Owner exclusive_supplier; ///< Which company has exclusive rights to deliver cargo (INVALID_OWNER = anyone) Owner exclusive_consumer; ///< Which company has exclusive rights to take cargo (INVALID_OWNER = anyone) std::string text; ///< General text with additional information. uint16 random; ///< Random value used for randomisation of all kinds of things PersistentStorage *psa; ///< Persistent storage for NewGRF industries. Industry(TileIndex tile = INVALID_TILE) : location(tile, 0, 0) {} ~Industry(); void RecomputeProductionMultipliers(); /** * Check if a given tile belongs to this industry. * @param tile The tile to check. * @return True if the tile is part of this industry. */ inline bool TileBelongsToIndustry(TileIndex tile) const { return IsTileType(tile, MP_INDUSTRY) && GetIndustryIndex(tile) == this->index; } inline int GetCargoProducedIndex(CargoID cargo) const { if (cargo == CT_INVALID) return -1; const CargoID *pos = std::find(this->produced_cargo, endof(this->produced_cargo), cargo); if (pos == endof(this->produced_cargo)) return -1; return pos - this->produced_cargo; } inline int GetCargoAcceptedIndex(CargoID cargo) const { if (cargo == CT_INVALID) return -1; const CargoID *pos = std::find(this->accepts_cargo, endof(this->accepts_cargo), cargo); if (pos == endof(this->accepts_cargo)) return -1; return pos - this->accepts_cargo; } /** * Get the industry of the given tile * @param tile the tile to get the industry from * @pre IsTileType(t, MP_INDUSTRY) * @return the industry */ static inline Industry *GetByTile(TileIndex tile) { return Industry::Get(GetIndustryIndex(tile)); } static Industry *GetRandom(); static void PostDestructor(size_t index); /** * Increment the count of industries for this type. * @param type IndustryType to increment * @pre type < NUM_INDUSTRYTYPES */ static inline void IncIndustryTypeCount(IndustryType type) { assert(type < NUM_INDUSTRYTYPES); counts[type]++; } /** * Decrement the count of industries for this type. * @param type IndustryType to decrement * @pre type < NUM_INDUSTRYTYPES */ static inline void DecIndustryTypeCount(IndustryType type) { assert(type < NUM_INDUSTRYTYPES); counts[type]--; } /** * Get the count of industries for this type. * @param type IndustryType to query * @pre type < NUM_INDUSTRYTYPES */ static inline uint16 GetIndustryTypeCount(IndustryType type) { assert(type < NUM_INDUSTRYTYPES); return counts[type]; } /** Resets industry counts. */ static inline void ResetIndustryCounts() { memset(&counts, 0, sizeof(counts)); } inline const char *GetCachedName() const { if (this->cached_name.empty()) this->FillCachedName(); return this->cached_name.c_str(); } private: void FillCachedName() const; protected: static uint16 counts[NUM_INDUSTRYTYPES]; ///< Number of industries per type ingame }; void ClearAllIndustryCachedNames(); void PlantRandomFarmField(const Industry *i); void ReleaseDisastersTargetingIndustry(IndustryID); bool IsTileForestIndustry(TileIndex tile); /** Data for managing the number of industries of a single industry type. */ struct IndustryTypeBuildData { uint32 probability; ///< Relative probability of building this industry. byte min_number; ///< Smallest number of industries that should exist (either \c 0 or \c 1). uint16 target_count; ///< Desired number of industries of this type. uint16 max_wait; ///< Starting number of turns to wait (copied to #wait_count). uint16 wait_count; ///< Number of turns to wait before trying to build again. void Reset(); bool GetIndustryTypeData(IndustryType it); }; /** * Data for managing the number and type of industries in the game. */ struct IndustryBuildData { IndustryTypeBuildData builddata[NUM_INDUSTRYTYPES]; ///< Industry build data for every industry type. uint32 wanted_inds; ///< Number of wanted industries (bits 31-16), and a fraction (bits 15-0). void Reset(); void SetupTargetCount(); void TryBuildNewIndustry(); void MonthlyLoop(); }; extern IndustryBuildData _industry_builder; /** Special values for the industry list window for the data parameter of #InvalidateWindowData. */ enum IndustryDirectoryInvalidateWindowData { IDIWD_FORCE_REBUILD, IDIWD_PRODUCTION_CHANGE, IDIWD_FORCE_RESORT, }; #endif /* INDUSTRY_H */