Files @ r24498:e9114d9ab04a
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Location: cpp/openttd-patchpack/source/src/industry.h - annotation

Patric Stout
Fix #6468: don't store version of AIs-started-via-console in name

You can do: "startai myai.3", which starts version 3 of "myai".
This is very useful for testing save/load code between different
versions of your AI.

However, when using this syntax, the AI got saved as "myai.3" as
name of the AI, instead of "myai". This caused several problems,
like indicating to the user the AI could not be found, but still
load the AI. But in all cases, the AI never got the chance to
load the saved data, making the whole reason this exists pointless.

By splitting the name and version already in the console command,
the code becomes simpler and AIs started this way now follow the
normal flow after initialization.
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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 <algorithm>
#include "newgrf_storage.h"
#include "subsidy_type.h"
#include "industry_map.h"
#include "industrytype.h"
#include "tilearea_type.h"
#include "station_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
};

/**
 * Flags to control/override the behaviour of an industry.
 * These flags are controlled by game scripts.
 */
enum IndustryControlFlags : byte {
	/** No flags in effect */
	INDCTL_NONE                   = 0,
	/** When industry production change is evaluated, rolls to decrease are ignored. */
	INDCTL_NO_PRODUCTION_DECREASE = 1 << 0,
	/** When industry production change is evaluated, rolls to increase are ignored. */
	INDCTL_NO_PRODUCTION_INCREASE = 1 << 1,
	/**
	 * Industry can not close regardless of production level or time since last delivery.
	 * This does not prevent a closure already announced. */
	INDCTL_NO_CLOSURE             = 1 << 2,
	/** Mask of all flags set */
	INDCTL_MASK = INDCTL_NO_PRODUCTION_DECREASE | INDCTL_NO_PRODUCTION_INCREASE | INDCTL_NO_CLOSURE,
};
DECLARE_ENUM_AS_BIT_SET(IndustryControlFlags);

/**
 * Defines the internal data of a functional industry.
 */
struct Industry : IndustryPool::PoolItem<&_industry_pool> {
	TileArea location;                                     ///< Location of the industry
	Town *town;                                            ///< Nearest town
	Station *neutral_station;                              ///< Associated neutral station
	CargoID produced_cargo[INDUSTRY_NUM_OUTPUTS];          ///< 16 production cargo slots
	uint16 produced_cargo_waiting[INDUSTRY_NUM_OUTPUTS];   ///< amount of cargo produced per cargo
	uint16 incoming_cargo_waiting[INDUSTRY_NUM_INPUTS];    ///< incoming cargo waiting to be processed
	byte production_rate[INDUSTRY_NUM_OUTPUTS];            ///< production rate for each cargo
	byte prod_level;                                       ///< general production level
	CargoID accepts_cargo[INDUSTRY_NUM_INPUTS];            ///< 16 input cargo slots
	uint16 this_month_production[INDUSTRY_NUM_OUTPUTS];    ///< stats of this month's production per cargo
	uint16 this_month_transported[INDUSTRY_NUM_OUTPUTS];   ///< stats of this month's transport per cargo
	byte last_month_pct_transported[INDUSTRY_NUM_OUTPUTS]; ///< percentage transported per cargo in the last full month
	uint16 last_month_production[INDUSTRY_NUM_OUTPUTS];    ///< total units produced per cargo in the last full month
	uint16 last_month_transported[INDUSTRY_NUM_OUTPUTS];   ///< 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.
	Owner 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
	IndustryControlFlags ctlflags; ///< flags overriding standard behaviours

	PartOfSubsidy part_of_subsidy; ///< NOSAVE: is this industry a source/destination of a subsidy?
	StationList stations_near;     ///< NOSAVE: List of nearby stations.
	mutable std::string cached_name; ///< NOSAVE: Cache of the resolved name of the industry

	Owner 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[INDUSTRY_NUM_INPUTS]; ///< Last day each cargo type was accepted by this industry
	byte selected_layout;          ///< Which tile layout was used when creating the industry
	Owner exclusive_supplier;      ///< Which company has exclusive rights to deliver cargo (INVALID_OWNER = anyone)
	Owner exclusive_consumer;      ///< Which company has exclusive rights to take cargo (INVALID_OWNER = anyone)

	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;
	}

	inline int GetCargoProducedIndex(CargoID cargo) const
	{
		if (cargo == CT_INVALID) return -1;
		const CargoID *pos = std::find(this->produced_cargo, endof(this->produced_cargo), cargo);
		if (pos == endof(this->produced_cargo)) return -1;
		return pos - this->produced_cargo;
	}

	inline int GetCargoAcceptedIndex(CargoID cargo) const
	{
		if (cargo == CT_INVALID) return -1;
		const CargoID *pos = std::find(this->accepts_cargo, endof(this->accepts_cargo), cargo);
		if (pos == endof(this->accepts_cargo)) return -1;
		return pos - this->accepts_cargo;
	}

	/**
	 * 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));
	}

	inline const char *GetCachedName() const
	{
		if (this->cached_name.empty()) this->FillCachedName();
		return this->cached_name.c_str();
	}

private:
	void FillCachedName() const;

protected:
	static uint16 counts[NUM_INDUSTRYTYPES]; ///< Number of industries per type ingame
};

void ClearAllIndustryCachedNames();

void PlantRandomFarmField(const Industry *i);

void ReleaseDisastersTargetingIndustry(IndustryID);

bool IsTileForestIndustry(TileIndex tile);

/** 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;


/** Special values for the industry list window for the data parameter of #InvalidateWindowData. */
enum IndustryDirectoryInvalidateWindowData {
	IDIWD_FORCE_REBUILD,
	IDIWD_PRODUCTION_CHANGE,
	IDIWD_FORCE_RESORT,
};

#endif /* INDUSTRY_H */