diff --git a/src/industrytype.h b/src/industrytype.h new file mode 100644 --- /dev/null +++ b/src/industrytype.h @@ -0,0 +1,239 @@ +/* $Id$ */ + +/* + * 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 . + */ + +/** @file industrytype.h Industry type specs. */ + +#ifndef INDUSTRYTYPE_H +#define INDUSTRYTYPE_H + +#include "core/enum_type.hpp" +#include "economy_type.h" +#include "map_type.h" +#include "slope_type.h" +#include "industry_type.h" +#include "landscape_type.h" +#include "tile_type.h" + +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 than 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); + +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; ///< Base construction cost multiplier when building raw industries like secondary. (not modifiable by NewGRFs) + 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 + StringID name; ///< Displayed name of the industry + StringID new_industry_text; ///< Message appearing when the industry is built + StringID closure_text; ///< Message appearing when the industry closes + StringID production_up_text; ///< Message appearing when the industry's production is increasing + StringID production_down_text; ///< Message appearing when the industry's production is decreasing + StringID 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(); + +/* 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; + } +} + +extern uint16 _industry_counts[NUM_INDUSTRYTYPES]; // Number of industries per type ingame + +/** 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]++; +} + +/** 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]--; +} + +/** 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() +{ + memset(&_industry_counts, 0, sizeof(_industry_counts)); +} + +static const uint8 IT_INVALID = 255; + +#endif /* INDUSTRYTYPE_H */