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
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
|
/* $Id$ */
/** @file industry.h */
#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 "newgrf_string_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
GRFMappedStringID name; ///< Displayed name of the industry
GRFMappedStringID new_industry_text; ///< Message appearing when the industry is built
GRFMappedStringID closure_text; ///< Message appearing when the industry closes
GRFMappedStringID production_up_text; ///< Message appearing when the industry's production is increasing
GRFMappedStringID production_down_text; ///< Message appearing when the industry's production is decreasing
GRFMappedStringID 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)
extern const Industry **_industry_sort;
extern bool _industry_sort_dirty;
static const uint8 IT_INVALID = 255;
#endif /* INDUSTRY_H */
|