Files @ r6838:11a1cc4094ae
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Location: cpp/openttd-patchpack/source/src/industry.h

bjarni
(svn r10077) -Fix: FS#845 Cloning Trains Longer Than 8 Units Causes Crash
The problem was that if adding units to the clone (wagon by wagon) failed, then cloning wouldn't notice it and it made two half trains
Now it detects this case and it will make cloning fail. The string with the explanation for the failed move will be used in the error message so the user will know why it failed.
/* $Id$ */

/** @file industry.h */

#ifndef INDUSTRY_H
#define INDUSTRY_H

#include "oldpool.h"
#include "helpers.hpp"

typedef byte IndustryGfx;
typedef uint8 IndustryType;

enum {
	INVALID_INDUSTRY       = 0xFFFF,
	NEW_INDUSTRYOFFSET     = 37,                         ///< original number of industries
	NUM_INDUSTRYTYPES      = 37,                         ///< 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      = NEW_INDUSTRYTILEOFFSET,     ///< total number of industry tiles, new and old
	INVALID_INDUSTRYTILE   = NUM_INDUSTRYTILES,          ///< one above amount is considered invalid
};

enum {
	CLEAN_RANDOMSOUNDS,    ///< Free the dynamically allocated sounds table
	CLEAN_TILELSAYOUT,     ///< Free the dynamically allocated tile layout structure
};

enum IndustryLifeType {
	INDUSTRYLIFE_NOT_CLOSABLE,     ///< Industry can never close
	INDUSTRYLIFE_PRODUCTION,       ///< Industry can close and change of production
	INDUSTRYLIFE_CLOSABLE,         ///< Industry can only close (no production change)
};

/* Procedures that can be run to check whether an industry may
 * build at location the given to the procedure */
enum CheckProc {
	CHECK_NOTHING    = 0,
	CHECK_FOREST     = 1,
	CHECK_REFINERY   = 2,
	CHECK_FARM       = 3,
	CHECK_PLANTATION = 4,
	CHECK_WATER      = 5,
	CHECK_LUMBERMILL = 6,
	CHECK_BUBBLEGEN  = 7,
	CHECK_OIL_RIG    = 8,
	CHECK_END,
};

enum IndustyBehaviour {
	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)
	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)
};


DECLARE_ENUM_AS_BIT_SET(IndustyBehaviour);

/**
 * Defines the internal data of a functionnal industry
 */
struct Industry {
	TileIndex xy;                       ///< coordinates of the primary tile the industry is built one
	byte width;
	byte height;
	const Town *town;                   ///< Nearest town
	uint16 cargo_waiting[2];            ///< amount of cargo produced per cargo
	byte production_rate[2];            ///< production rate for each cargo
	byte prod_level;                    ///< general production level
	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. see IT_COAL_MINE and others
	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

	IndustryID index;                   ///< index of the industry in the pool of industries
};

struct IndustryTileTable {
	TileIndexDiffC ti;
	IndustryGfx gfx;
};

/** Data related to the handling of grf files.  Common to both industry and industry tile */
struct GRFFileProps {
	uint8 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 house
	uint8 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
	uint16 cost_multiplier;               ///< Base cost multiplier.
	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
	IndustyBehaviour 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
	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
};

/**
 * 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
	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];

/* smallmap_gui.cpp */
void BuildIndustriesLegend();

DECLARE_OLD_POOL(Industry, Industry, 3, 8000)

/**
 * Check if an Industry really exists.
 * @param industry to check
 * @return true if position is a valid one
 */
static inline bool IsValidIndustry(const Industry *industry)
{
	return industry->xy != 0;
}

/**
 * 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() && IsValidIndustry(GetIndustry(index));
}


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;
}

static inline uint GetNumIndustries()
{
	extern int _total_industries;  // general counter
	return _total_industries;
}

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
}

/**
 * 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);
}

void DestroyIndustry(Industry *i);

static inline void DeleteIndustry(Industry *i)
{
	DestroyIndustry(i);
	i->xy = 0;
}

#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))
#define FOR_ALL_INDUSTRIES(i) FOR_ALL_INDUSTRIES_FROM(i, 0)

extern const Industry **_industry_sort;
extern bool _industry_sort_dirty;

enum {
	IT_COAL_MINE           =   0,
	IT_POWER_STATION       =   1,
	IT_SAWMILL             =   2,
	IT_FOREST              =   3,
	IT_OIL_REFINERY        =   4,
	IT_OIL_RIG             =   5,
	IT_FACTORY             =   6,
	IT_PRINTING_WORKS      =   7,
	IT_STEEL_MILL          =   8,
	IT_FARM                =   9,
	IT_COPPER_MINE         =  10,
	IT_OIL_WELL            =  11,
	IT_BANK_TEMP           =  12,
	IT_FOOD_PROCESS        =  13,
	IT_PAPER_MILL          =  14,
	IT_GOLD_MINE           =  15,
	IT_BANK_TROPIC_ARCTIC  =  16,
	IT_DIAMOND_MINE        =  17,
	IT_IRON_MINE           =  18,
	IT_FRUIT_PLANTATION    =  19,
	IT_RUBBER_PLANTATION   =  20,
	IT_WATER_SUPPLY        =  21,
	IT_WATER_TOWER         =  22,
	IT_FACTORY_2           =  23,
	IT_FARM_2              =  24,
	IT_LUMBER_MILL         =  25,
	IT_COTTON_CANDY        =  26,
	IT_CANDY_FACTORY       =  27,
	IT_BATTERY_FARM        =  28,
	IT_COLA_WELLS          =  29,
	IT_TOY_SHOP            =  30,
	IT_TOY_FACTORY         =  31,
	IT_PLASTIC_FOUNTAINS   =  32,
	IT_FIZZY_DRINK_FACTORY =  33,
	IT_BUBBLE_GENERATOR    =  34,
	IT_TOFFEE_QUARRY       =  35,
	IT_SUGAR_MINE          =  36,
	IT_END,
	IT_INVALID             = 255,
};

#endif /* INDUSTRY_H */