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@@ -47,192 +47,193 @@ enum IndustyBehaviour {
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INDUSTRYBEH_TOWN1200_MORE = 1 << 3, ///< can only be built in towns larger then 1200 inhabitants (temperate bank)
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INDUSTRYBEH_ONLY_INTOWN = 1 << 4, ///< can only be built in towns (arctic/tropic banks, water tower)
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INDUSTRYBEH_ONLY_NEARTOWN = 1 << 5, ///< is always built near towns (toy shop)
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INDUSTRYBEH_PLANT_ON_BUILT = 1 << 6, ///< Fields are planted around when built (all farms)
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INDUSTRYBEH_DONT_INCR_PROD = 1 << 7, ///< do not increase production (oil wells)
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INDUSTRYBEH_BEFORE_1950 = 1 << 8, ///< can only be built before 1950 (oil wells)
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INDUSTRYBEH_AFTER_1960 = 1 << 9, ///< can only be built after 1960 (oil rigs)
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INDUSTRYBEH_AI_AIRSHIP_ROUTES = 1 << 10, ///< ai will attempt to establish air/ship routes to this industry (oil rig)
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INDUSTRYBEH_AIRPLANE_ATTACKS = 1 << 11, ///< can be exploded by a military airplane (oil refinery)
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INDUSTRYBEH_CHOPPER_ATTACKS = 1 << 12, ///< can be exploded by a military helicopter (factory)
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INDUSTRYBEH_CAN_SUBSIDENCE = 1 << 13, ///< can cause a subsidence (coal mine, shaft that collapses)
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};
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DECLARE_ENUM_AS_BIT_SET(IndustyBehaviour);
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/**
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* Defines the internal data of a functionnal industry
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*/
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struct Industry {
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TileIndex xy; ///< coordinates of the primary tile the industry is built one
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byte width;
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byte height;
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const Town* town; ///< Nearest town
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uint16 cargo_waiting[2]; ///< amount of cargo produced per cargo
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byte production_rate[2]; ///< production rate for each cargo
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byte prod_level; ///< general production level
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uint16 last_mo_production[2]; ///< stats of last month production per cargo
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uint16 last_mo_transported[2]; ///< stats of last month transport per cargo
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byte pct_transported[2]; ///< percentage transported per cargo
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uint16 total_production[2]; ///< total units produced per cargo
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uint16 total_transported[2]; ///< total units transported per cargo
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uint16 counter; ///< used for animation and/or production (if available cargo)
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IndustryType type; ///< type of industry. see IT_COAL_MINE and others
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OwnerByte owner; ///< owner of the industry. Which SHOULD always be (imho) OWNER_NONE
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byte random_color; ///< randomized colour of the industry, for display purpose
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Year last_prod_year; ///< last year of production
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byte was_cargo_delivered; ///< flag that indicate this has been the closest industry chosen for cargo delivery by a station. see DeliverGoodsToIndustry
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IndustryID index; ///< index of the industry in the pool of industries
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};
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struct IndustryTileTable {
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TileIndexDiffC ti;
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IndustryGfx gfx;
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};
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/** Data related to the handling of grf files. Common to both industry and industry tile */
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struct GRFFileProps {
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uint8 subst_id;
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uint16 local_id; ///< id defined by the grf file for this industry
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struct SpriteGroup *spritegroup; ///< pointer to the different sprites of the industry
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const struct GRFFile *grffile; ///< grf file that introduced this house
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uint8 override; ///< id of the entity been replaced by
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bool enabled; ///< entity still avaible (by default true).newgrf can disable it, though
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};
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/**
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* Defines the data structure for constructing industry.
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*/
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struct IndustrySpec {
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const IndustryTileTable *const *table;///< List of the tiles composing the industry
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byte num_table; ///< Number of elements in the table
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byte cost_multiplier; ///< Base cost multiplier. Watch out for this one, << 5 VS << 8
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IndustryType conflicting[3]; ///< Industries this industry cannot be close to
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byte check_proc; ///< Index to a procedure to check for conflicting circumstances
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CargoID produced_cargo[2];
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byte production_rate[2];
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byte minimal_cargo; ///< minimum amount of cargo transported to the stations
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///< If the waiting cargo is less than this number, no cargo is moved to it
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CargoID accepts_cargo[3]; ///< 3 accepted cargos
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uint16 input_cargo_multiplier[3][2]; ///< Input cargo multipliers (multiply amount of incoming cargo for the produced cargos)
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IndustryLifeType life_type; ///< This is also known as Industry production flag, in newgrf specs
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byte climate_availability; ///< Bitmask, giving landscape enums as bit position
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IndustyBehaviour behaviour; ///< How this industry will behave, and how others entities can use it
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byte map_colour; ///< colour used for the small map
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StringID name; ///< Displayed name of the industry
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StringID new_industry_text; ///< Message appearing when the industry is built
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StringID closure_text; ///< Message appearing when the industry closes
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StringID production_up_text; ///< Message appearing when the industry's production is increasing
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StringID production_down_text; ///< Message appearing when the industry's production is decreasing
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byte appear_ingame[NUM_LANDSCAPE]; ///< Probability of appearance in game
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byte appear_creation[NUM_LANDSCAPE]; ///< Probability of appearance during map creation
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uint8 number_of_sounds; ///< Number of sounds available in the sounds array
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const uint8 *random_sounds; ///< array of random sounds.
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/* Newgrf data */
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uint16 callback_flags; ///< Flags telling which grf callback is set
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struct GRFFileProps grf_prop; ///< properties related the the grf file
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};
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/**
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* Defines the data structure of each indivudual tile of an industry.
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*/
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struct IndustryTileSpec {
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CargoID accepts_cargo[3]; ///< Cargo accepted by this tile
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uint8 acceptance[3]; ///< Level of aceptance per cargo type
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Slope slopes_refused; ///< slope pattern on which this tile cannot be built
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byte anim_production; ///< Animation frame to start when goods are produced
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byte anim_next; ///< Next frame in an animation
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bool anim_state; ///< When true, the tile has to be drawn using the animation
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///< state instead of the construction state
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/* Newgrf data */
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uint8 callback_flags; ///< Flags telling which grf callback is set
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struct GRFFileProps grf_prop;
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};
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/* industry_cmd.cpp*/
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const IndustrySpec *GetIndustrySpec(IndustryType thistype); ///< Array of industries default data
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const IndustryTileSpec *GetIndustryTileSpec(IndustryGfx gfx); ///< Array of industry tiles default data
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void ResetIndustries();
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void PlantRandomFarmField(const Industry *i);
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/* smallmap_gui.cpp */
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void BuildIndustriesLegend();
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DECLARE_OLD_POOL(Industry, Industry, 3, 8000)
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/**
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* Check if an Industry really exists.
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* @param industry to check
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* @return true if position is a valid one
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*/
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static inline bool IsValidIndustry(const Industry *industry)
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{
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return industry->xy != 0;
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}
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/**
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* Check if an Industry exists whithin the pool of industries
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* @param index of the desired industry
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* @return true if it is inside the pool
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*/
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static inline bool IsValidIndustryID(IndustryID index)
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{
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return index < GetIndustryPoolSize() && IsValidIndustry(GetIndustry(index));
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}
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VARDEF int _total_industries; //general counter
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static inline IndustryID GetMaxIndustryIndex()
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{
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/* TODO - This isn't the real content of the function, but
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* with the new pool-system this will be replaced with one that
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* _really_ returns the highest index. Now it just returns
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* the next safe value we are sure about everything is below.
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*/
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return GetIndustryPoolSize() - 1;
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}
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static inline uint GetNumIndustries()
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{
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return _total_industries;
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}
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/**
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* Return a random valid industry.
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*/
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static inline Industry *GetRandomIndustry()
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{
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int num = RandomRange(GetNumIndustries());
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IndustryID index = INVALID_INDUSTRY;
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if (GetNumIndustries() == 0) return NULL;
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while (num >= 0) {
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num--;
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index++;
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/* Make sure we have a valid industry */
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while (!IsValidIndustryID(index)) {
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index++;
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assert(index <= GetMaxIndustryIndex());
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}
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}
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return GetIndustry(index);
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}
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void DestroyIndustry(Industry *i);
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static inline void DeleteIndustry(Industry *i)
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{
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DestroyIndustry(i);
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i->xy = 0;
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}
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#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))
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#define FOR_ALL_INDUSTRIES(i) FOR_ALL_INDUSTRIES_FROM(i, 0)
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VARDEF const Industry** _industry_sort;
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VARDEF bool _industry_sort_dirty;
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