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/* $Id$ */
/** @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,
INDUTILE_NOANIM = 0xFF, ///< flag to mark industry tiles as having no animation
};
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
CargoID produced_cargo[2]; ///< 2 production cargo slots
uint16 cargo_waiting[2]; ///< amount of cargo produced per cargo
byte production_rate[2]; ///< production rate for each cargo
CargoID accepts_cargo[3]; ///< 3 input cargo slots
byte prod_level; ///< general production level
uint16 last_mo_production[2]; ///< stats of last month production per cargo
uint16 last_mo_transported[2]; ///< stats of last month transport per cargo
byte pct_transported[2]; ///< percentage transported per cargo
uint16 total_production[2]; ///< total units produced per cargo
uint16 total_transported[2]; ///< total units transported per cargo
uint16 counter; ///< used for animation and/or production (if available cargo)
byte 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;
};
/**
* 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
byte cost_multiplier; ///< Base cost multiplier. Watch out for this one, << 5 VS << 8
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
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
/* Newgrf stuff coming in */
uint16 callback_flags; ///< Flags telling which grf callback is set
byte subst_id;
uint32 grfid;
byte override;
};
/**
* Defines the data structure of each indivudual tile of an industry.
*/
struct IndustryTileSpec {
CargoID accepts_cargo[3]; ///< Cargo accepted by this tile
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
};
const IndustrySpec *GetIndustrySpec(IndustryType thistype); ///< Array of industries default data
const IndustryTileSpec *GetIndustryTileSpec(IndustryGfx gfx); ///< Array of industry tiles default data
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));
}
VARDEF int _total_industries; //general counter
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;
}
/**
* 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)
VARDEF const Industry** _industry_sort;
VARDEF bool _industry_sort_dirty;
void DeleteIndustry(Industry *is);
void PlantRandomFarmField(const Industry *i);
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 */
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