/* $Id$ */ /** @file industry.h */ #ifndef INDUSTRY_H #define INDUSTRY_H #include "oldpool.h" #include "helpers.hpp" typedef byte IndustryGfx; typedef uint8 IndustryType; enum { INVALID_INDUSTRY = 0xFFFF, NEW_INDUSTRYOFFSET = 37, ///< original number of industries NUM_INDUSTRYTYPES = 37, ///< total number of industries, new and old INDUSTRYTILE_NOANIM = 0xFF, ///< flag to mark industry tiles as having no animation NEW_INDUSTRYTILEOFFSET = 175, ///< original number of tiles INVALID_INDUSTRYTYPE = NUM_INDUSTRYTYPES, ///< one above amount is considered invalid NUM_INDUSTRYTILES = NEW_INDUSTRYTILEOFFSET, ///< total number of industry tiles, new and old INVALID_INDUSTRYTILE = NUM_INDUSTRYTILES, ///< one above amount is considered invalid }; enum { CLEAN_RANDOMSOUNDS, ///< Free the dynamically allocated sounds table CLEAN_TILELSAYOUT, ///< Free the dynamically allocated tile layout structure }; enum IndustryLifeType { INDUSTRYLIFE_NOT_CLOSABLE, ///< Industry can never close INDUSTRYLIFE_PRODUCTION, ///< Industry can close and change of production INDUSTRYLIFE_CLOSABLE, ///< Industry can only close (no production change) }; /* Procedures that can be run to check whether an industry may * build at location the given to the procedure */ enum CheckProc { CHECK_NOTHING = 0, CHECK_FOREST = 1, CHECK_REFINERY = 2, CHECK_FARM = 3, CHECK_PLANTATION = 4, CHECK_WATER = 5, CHECK_LUMBERMILL = 6, CHECK_BUBBLEGEN = 7, CHECK_OIL_RIG = 8, CHECK_END, }; enum IndustyBehaviour { 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 then 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) 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) }; DECLARE_ENUM_AS_BIT_SET(IndustyBehaviour); /** * Defines the internal data of a functionnal industry */ struct Industry { TileIndex xy; ///< coordinates of the primary tile the industry is built one byte width; byte height; const Town *town; ///< Nearest town uint16 cargo_waiting[2]; ///< amount of cargo produced per cargo byte production_rate[2]; ///< production rate for each cargo byte prod_level; ///< general production level uint16 this_month_production[2]; ///< stats of this month's production per cargo uint16 this_month_transported[2]; ///< stats of this month's transport per cargo byte last_month_pct_transported[2]; ///< percentage transported per cargo in the last full month uint16 last_month_production[2]; ///< total units produced per cargo in the last full month uint16 last_month_transported[2]; ///< 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. see IT_COAL_MINE and others OwnerByte owner; ///< owner of the industry. Which SHOULD always be (imho) OWNER_NONE byte random_color; ///< 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 IndustryID index; ///< index of the industry in the pool of industries }; struct IndustryTileTable { TileIndexDiffC ti; IndustryGfx gfx; }; /** Data related to the handling of grf files. Common to both industry and industry tile */ struct GRFFileProps { uint8 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 house uint8 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 uint16 cost_multiplier; ///< Base cost multiplier. 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 IndustyBehaviour 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 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 }; /** * 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 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(); void PlantRandomFarmField(const Industry *i); /* writable arrays of specs */ extern IndustrySpec _industry_specs[NUM_INDUSTRYTYPES]; extern IndustryTileSpec _industry_tile_specs[NUM_INDUSTRYTILES]; /* smallmap_gui.cpp */ void BuildIndustriesLegend(); DECLARE_OLD_POOL(Industry, Industry, 3, 8000) /** * Check if an Industry really exists. * @param industry to check * @return true if position is a valid one */ static inline bool IsValidIndustry(const Industry *industry) { return industry->xy != 0; } /** * Check if an Industry exists whithin the pool of industries * @param index of the desired industry * @return true if it is inside the pool */ static inline bool IsValidIndustryID(IndustryID index) { return index < GetIndustryPoolSize() && IsValidIndustry(GetIndustry(index)); } static inline IndustryID GetMaxIndustryIndex() { /* TODO - This isn't the real content of the function, but * with the new pool-system this will be replaced with one that * _really_ returns the highest index. Now it just returns * the next safe value we are sure about everything is below. */ return GetIndustryPoolSize() - 1; } static inline uint GetNumIndustries() { return _total_industries; } extern int _total_industries; // general counter 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 } /** * Return a random valid industry. */ static inline Industry *GetRandomIndustry() { int num = RandomRange(GetNumIndustries()); IndustryID index = INVALID_INDUSTRY; if (GetNumIndustries() == 0) return NULL; while (num >= 0) { num--; index++; /* Make sure we have a valid industry */ while (!IsValidIndustryID(index)) { index++; assert(index <= GetMaxIndustryIndex()); } } return GetIndustry(index); } void DestroyIndustry(Industry *i); static inline void DeleteIndustry(Industry *i) { DestroyIndustry(i); i->xy = 0; } #define FOR_ALL_INDUSTRIES_FROM(i, start) for (i = GetIndustry(start); i != NULL; i = (i->index + 1U < GetIndustryPoolSize()) ? GetIndustry(i->index + 1U) : NULL) if (IsValidIndustry(i)) #define FOR_ALL_INDUSTRIES(i) FOR_ALL_INDUSTRIES_FROM(i, 0) extern const Industry **_industry_sort; extern bool _industry_sort_dirty; enum { IT_COAL_MINE = 0, IT_POWER_STATION = 1, IT_SAWMILL = 2, IT_FOREST = 3, IT_OIL_REFINERY = 4, IT_OIL_RIG = 5, IT_FACTORY = 6, IT_PRINTING_WORKS = 7, IT_STEEL_MILL = 8, IT_FARM = 9, IT_COPPER_MINE = 10, IT_OIL_WELL = 11, IT_BANK_TEMP = 12, IT_FOOD_PROCESS = 13, IT_PAPER_MILL = 14, IT_GOLD_MINE = 15, IT_BANK_TROPIC_ARCTIC = 16, IT_DIAMOND_MINE = 17, IT_IRON_MINE = 18, IT_FRUIT_PLANTATION = 19, IT_RUBBER_PLANTATION = 20, IT_WATER_SUPPLY = 21, IT_WATER_TOWER = 22, IT_FACTORY_2 = 23, IT_FARM_2 = 24, IT_LUMBER_MILL = 25, IT_COTTON_CANDY = 26, IT_CANDY_FACTORY = 27, IT_BATTERY_FARM = 28, IT_COLA_WELLS = 29, IT_TOY_SHOP = 30, IT_TOY_FACTORY = 31, IT_PLASTIC_FOUNTAINS = 32, IT_FIZZY_DRINK_FACTORY = 33, IT_BUBBLE_GENERATOR = 34, IT_TOFFEE_QUARRY = 35, IT_SUGAR_MINE = 36, IT_END, IT_INVALID = 255, }; #endif /* INDUSTRY_H */