/* $Id$ */ /** @file industry.h Base of all industries. */ #ifndef INDUSTRY_H #define INDUSTRY_H #include "oldpool.h" #include "core/random_func.hpp" #include "newgrf_storage.h" #include "cargo_type.h" #include "economy_type.h" #include "map_type.h" #include "slope_type.h" #include "date_type.h" #include "town_type.h" #include "industry_type.h" #include "landscape_type.h" enum { INVALID_INDUSTRY = 0xFFFF, NEW_INDUSTRYOFFSET = 37, ///< original number of industries NUM_INDUSTRYTYPES = 64, ///< 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 = 512, ///< total number of industry tiles, new and old INVALID_INDUSTRYTILE = NUM_INDUSTRYTILES, ///< one above amount is considered invalid INDUSTRY_COMPLETED = 3, ///< final stage of industry construction. }; 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 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) 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); DECLARE_OLD_POOL(Industry, Industry, 3, 8000) /** * Defines the internal data of a functionnal industry */ struct Industry : PoolItem<Industry, IndustryID, &_Industry_pool> { typedef PersistentStorageArray<uint32, 16> PersistentStorage; TileIndex xy; ///< coordinates of the primary tile the industry is built one byte width; byte height; const Town *town; ///< Nearest town CargoID produced_cargo[2]; ///< 2 production cargo slots uint16 produced_cargo_waiting[2]; ///< amount of cargo produced per cargo uint16 incoming_cargo_waiting[3]; ///< incoming cargo waiting to be processed byte production_rate[2]; ///< production rate for each cargo byte prod_level; ///< general production level CargoID accepts_cargo[3]; ///< 3 input cargo slots 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. 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 OwnerByte 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; ///< Last day cargo was accepted by this industry byte selected_layout; ///< Which tile layout was used when creating the industry byte random_triggers; ///< Triggers for the random uint16 random; ///< Random value used for randomisation of all kinds of things PersistentStorage psa; ///< Persistent storage for NewGRF industries. Industry(TileIndex tile = 0) : xy(tile) {} ~Industry(); inline bool IsValid() const { return this->xy != 0; } }; 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; ///< Multiplier for the raw industries cost 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(); void PlantRandomFarmField(const Industry *i); /* 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; } } /* smallmap_gui.cpp */ void BuildIndustriesLegend(); /** * 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() && GetIndustry(index)->IsValid(); } 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; } extern int _total_industries; // general counter extern uint16 _industry_counts[NUM_INDUSTRYTYPES]; // Number of industries per type ingame static inline uint GetNumIndustries() { return _total_industries; } /** 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]++; _total_industries++; } /** 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]--; _total_industries--; } /** 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() { _total_industries = 0; memset(&_industry_counts, 0, sizeof(_industry_counts)); } /** * 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); } #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()) #define FOR_ALL_INDUSTRIES(i) FOR_ALL_INDUSTRIES_FROM(i, 0) static const uint8 IT_INVALID = 255; #endif /* INDUSTRY_H */