Files @ r22926:82779a967ee2
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Location: cpp/openttd-patchpack/source/src/cargo_type.h

Niels Martin Hansen
Change: Modernise music control logic implementation (#6839)

Rewrite of almost the entire music control logic to a more modern style, hopefully also easier to understand. The old playlist handling made it look like arcane magic, which it doesn't have to be.

- Playlists are now stored in std::vector of objects instead of arrays of bytes with magic sentinel values, that need to be rotated around all the time. Position in playlist is stored as a simple index.
- The theme song is now reserved for the title screen, it doesn't play on any of the standard playlists, but is still available for use on custom playlists.
- When the player enters/leaves the game from the main menu, the music always restarts.
- Playback state (playing or not) is kept even if music becomes unavailable due to an empty playlist (or an empty music set), so it can restart immediately if music becomes available again.
- The shuffle algorithm was changed to a standard Fisher-Yates.
- Possibly better behavior when editing a custom playlist while it's playing.
- Custom playlists should be compatible.
- Framework for supporting custom playlists with songs from multiple music sets.
/* $Id$ */

/*
 * 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 <http://www.gnu.org/licenses/>.
 */

/** @file cargo_type.h Types related to cargoes... */

#ifndef CARGO_TYPE_H
#define CARGO_TYPE_H

#include "core/enum_type.hpp"

/**
 * Cargo slots to indicate a cargo type within a game.
 * Numbers are re-used between different climates.
 * @see CargoTypes
 */
typedef byte CargoID;

/** Available types of cargo */
enum CargoType {
	/* Temperate */
	CT_PASSENGERS   =  0,
	CT_COAL         =  1,
	CT_MAIL         =  2,
	CT_OIL          =  3,
	CT_LIVESTOCK    =  4,
	CT_GOODS        =  5,
	CT_GRAIN        =  6,
	CT_WOOD         =  7,
	CT_IRON_ORE     =  8,
	CT_STEEL        =  9,
	CT_VALUABLES    = 10,

	/* Arctic */
	CT_WHEAT        =  6,
	CT_HILLY_UNUSED =  8,
	CT_PAPER        =  9,
	CT_GOLD         = 10,
	CT_FOOD         = 11,

	/* Tropic */
	CT_RUBBER       =  1,
	CT_FRUIT        =  4,
	CT_MAIZE        =  6,
	CT_COPPER_ORE   =  8,
	CT_WATER        =  9,
	CT_DIAMONDS     = 10,

	/* Toyland */
	CT_SUGAR        =  1,
	CT_TOYS         =  3,
	CT_BATTERIES    =  4,
	CT_CANDY        =  5,
	CT_TOFFEE       =  6,
	CT_COLA         =  7,
	CT_COTTON_CANDY =  8,
	CT_BUBBLES      =  9,
	CT_PLASTIC      = 10,
	CT_FIZZY_DRINKS = 11,

	NUM_CARGO       = 32,   ///< Maximal number of cargo types in a game.

	CT_AUTO_REFIT   = 0xFD, ///< Automatically choose cargo type when doing auto refitting.
	CT_NO_REFIT     = 0xFE, ///< Do not refit cargo of a vehicle (used in vehicle orders and auto-replace/auto-new).
	CT_INVALID      = 0xFF, ///< Invalid cargo type.
};

typedef uint32 CargoTypes;

static const CargoTypes ALL_CARGOTYPES = (CargoTypes)UINT32_MAX;

/** Class for storing amounts of cargo */
struct CargoArray {
private:
	uint amount[NUM_CARGO]; ///< Amount of each type of cargo.

public:
	/** Default constructor. */
	inline CargoArray()
	{
		this->Clear();
	}

	/** Reset all entries. */
	inline void Clear()
	{
		memset(this->amount, 0, sizeof(this->amount));
	}

	/**
	 * Read/write access to an amount of a specific cargo type.
	 * @param cargo Cargo type to access.
	 */
	inline uint &operator[](CargoID cargo)
	{
		return this->amount[cargo];
	}

	/**
	 * Read-only access to an amount of a specific cargo type.
	 * @param cargo Cargo type to access.
	 */
	inline const uint &operator[](CargoID cargo) const
	{
		return this->amount[cargo];
	}

	/**
	 * Get the sum of all cargo amounts.
	 * @return The sum.
	 */
	template <typename T>
	inline const T GetSum() const
	{
		T ret = 0;
		for (size_t i = 0; i < lengthof(this->amount); i++) {
			ret += this->amount[i];
		}
		return ret;
	}

	/**
	 * Get the amount of cargos that have an amount.
	 * @return The amount.
	 */
	inline byte GetCount() const
	{
		byte count = 0;
		for (size_t i = 0; i < lengthof(this->amount); i++) {
			if (this->amount[i] != 0) count++;
		}
		return count;
	}
};


/** Types of cargo source and destination */
enum SourceType {
	ST_INDUSTRY,     ///< Source/destination is an industry
	ST_TOWN,         ///< Source/destination is a town
	ST_HEADQUARTERS, ///< Source/destination are company headquarters
};
typedef SimpleTinyEnumT<SourceType, byte> SourceTypeByte; ///< The SourceType packed into a byte for savegame purposes.

typedef uint16 SourceID; ///< Contains either industry ID, town ID or company ID (or INVALID_SOURCE)
static const SourceID INVALID_SOURCE = 0xFFFF; ///< Invalid/unknown index of source

#endif /* CARGO_TYPE_H */