1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
|
/* $Id$ */
/*
* 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 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 "tilearea_type.h"
#include "cargodest_base.h"
typedef Pool<Industry, IndustryID, 64, 64000> 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
};
/**
* Defines the internal data of a functional industry.
*/
struct Industry : IndustryPool::PoolItem<&_industry_pool>, CargoSourceSink {
TileArea location; ///< Location of the industry
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
uint32 produced_accepted_mask; ///< Bit mask of all cargoes that are always accepted and also produced
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 average_production[2]; ///< average production during the last months
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_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
PartOfSubsidyByte part_of_subsidy; ///< NOSAVE: is this industry a source/destination of a subsidy?
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 = INVALID_TILE) : location(tile, 0, 0) {}
~Industry();
void RecomputeProductionMultipliers();
/* virtual */ SourceType GetType() const
{
return ST_INDUSTRY;
}
/* virtual */ SourceID GetID() const
{
return this->index;
}
/* virtual */ bool AcceptsCargo(CargoID cid) const
{
if (HasBit(this->produced_accepted_mask, cid)) return true;
for (uint i = 0; i < lengthof(this->accepts_cargo); i++) {
if (this->accepts_cargo[i] == cid) return true;
}
return false;
}
/* virtual */ bool SuppliesCargo(CargoID cid) const
{
for (uint i = 0; i < lengthof(this->produced_cargo); i++) {
if (this->produced_cargo[i] == cid) return true;
}
return false;
}
/* virtual */ uint GetDestinationWeight(CargoID cid, byte weight_mod) const;
/* virtual */ TileArea GetTileForDestination(CargoID cid)
{
return this->location;
}
/**
* 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;
}
/**
* 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));
}
/** Callback function for #Industry::GetRandom. */
typedef bool (*EnumIndustryProc)(const Industry *ind, void *data);
static Industry *GetRandom(EnumIndustryProc enum_proc = NULL, IndustryID skip = INVALID_INDUSTRY, void *data = NULL);
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));
}
protected:
static uint16 counts[NUM_INDUSTRYTYPES]; ///< Number of industries per type ingame
};
void PlantRandomFarmField(const Industry *i);
void ReleaseDisastersTargetingIndustry(IndustryID);
void UpdateIndustryAcceptance(Industry *ind);
bool IsTileForestIndustry(TileIndex tile);
#define FOR_ALL_INDUSTRIES_FROM(var, start) FOR_ALL_ITEMS_FROM(Industry, industry_index, var, start)
#define FOR_ALL_INDUSTRIES(var) FOR_ALL_INDUSTRIES_FROM(var, 0)
/** 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;
#endif /* INDUSTRY_H */
|