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r19949:26fad1c62a1b
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(svn r24905) -Feature(ish): Implement station randomisation triggers.
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/*
* 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"
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> {
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
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_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();
/**
* 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));
}
static Industry *GetRandom();
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);
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 */
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