Mercurial > hg > openttd
annotate src/industry.h @ 6390:a6b14274ee2e draft
(svn r9520) -Codechange: Add the notion of Industry behaviour. It means what an industry can do (plant fields, cut trees, do not change production), what can be done to it (disasters like mine subsidence, jet/chopper attack), when it can be built etc...
author | belugas <belugas@openttd.org> |
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date | Wed, 28 Mar 2007 20:06:28 +0000 |
parents | 976dd5249c0e |
children | ec1486c86076 |
rev | line source |
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1 /* $Id$ */ |
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2 |
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3 /** @file industry.h */ |
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4 |
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5 #ifndef INDUSTRY_H |
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6 #define INDUSTRY_H |
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7 |
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8 #include "oldpool.h" |
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9 #include "helpers.hpp" |
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10 |
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11 typedef byte IndustryGfx; |
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12 typedef uint8 IndustryType; |
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13 |
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14 enum { |
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15 INVALID_INDUSTRY = 0xFFFF, |
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16 INDUTILE_NOANIM = 0xFF, ///< flag to mark industry tiles as having no animation |
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17 }; |
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18 |
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19 enum IndustryLifeType { |
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20 INDUSTRYLIFE_NOT_CLOSABLE, ///< Industry can never close |
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21 INDUSTRYLIFE_PRODUCTION, ///< Industry can close and change of production |
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22 INDUSTRYLIFE_CLOSABLE, ///< Industry can only close (no production change) |
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23 }; |
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24 |
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25 enum IndustyBehaviour { |
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26 INDUSTRYBEH_NONE = 0, |
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27 INDUSTRYBEH_PLANT_FIELDS = 1 << 0, ///< periodically plants fileds around itself (temp and artic farms) |
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28 INDUSTRYBEH_CUT_TREES = 1 << 1, ///< cuts trees and produce first output cargo from them (lumber mill) |
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29 INDUSTRYBEH_BUILT_ONWATER = 1 << 2, ///< is built on water (oil rig) |
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30 INDUSTRYBEH_TOWN1200_MORE = 1 << 3, ///< can only be built in towns larger then 1200 inhabitants (temperate bank) |
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31 INDUSTRYBEH_ONLY_INTOWN = 1 << 4, ///< can only be built in towns (arctic/tropic banks, water tower) |
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32 INDUSTRYBEH_ONLY_NEARTOWN = 1 << 5, ///< is always built near towns (toy shop) |
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33 INDUSTRYBEH_PLANT_ON_BUILT = 1 << 6, ///< Fields are planted around when built (all farms) |
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34 INDUSTRYBEH_DONT_INCR_PROD = 1 << 7, ///< do not increase production (oil wells) |
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35 INDUSTRYBEH_BEFORE_1950 = 1 << 8, ///< can only be built before 1950 (oil wells) |
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36 INDUSTRYBEH_AFTER_1960 = 1 << 9, ///< can only be built after 1960 (oil rigs) |
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37 INDUSTRYBEH_AI_AIRSHIP_ROUTES = 1 << 10, ///< ai will attempt to establish air/ship routes to this industry (oil rig) |
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38 INDUSTRYBEH_AIRPLANE_ATTACKS = 1 << 11, ///< can be exploded by a military airplane (oil refinery) |
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39 INDUSTRYBEH_CHOPPER_ATTACKS = 1 << 12, ///< can be exploded by a military helicopter (factory) |
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40 INDUSTRYBEH_CAN_SUBSIDENCE = 1 << 13, ///< can cause a subsidence (coal mine, shaft that collapses) |
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41 }; |
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42 |
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43 |
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44 DECLARE_ENUM_AS_BIT_SET(IndustyBehaviour); |
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45 |
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46 /** |
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47 * Defines the internal data of a functionnal industry |
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48 */ |
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49 struct Industry { |
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50 TileIndex xy; ///< coordinates of the primary tile the industry is built one |
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51 byte width; |
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52 byte height; |
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53 const Town* town; ///< Nearest town |
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54 CargoID produced_cargo[2]; ///< 2 production cargo slots |
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55 uint16 cargo_waiting[2]; ///< amount of cargo produced per cargo |
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56 byte production_rate[2]; ///< production rate for each cargo |
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57 CargoID accepts_cargo[3]; ///< 3 input cargo slots |
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58 byte prod_level; ///< general production level |
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59 uint16 last_mo_production[2]; ///< stats of last month production per cargo |
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60 uint16 last_mo_transported[2]; ///< stats of last month transport per cargo |
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61 byte pct_transported[2]; ///< percentage transported per cargo |
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62 uint16 total_production[2]; ///< total units produced per cargo |
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63 uint16 total_transported[2]; ///< total units transported per cargo |
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64 uint16 counter; ///< used for animation and/or production (if available cargo) |
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65 |
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66 byte type; ///< type of industry. see IT_COAL_MINE and others |
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67 OwnerByte owner; ///< owner of the industry. Which SHOULD always be (imho) OWNER_NONE |
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68 byte random_color; ///< randomized colour of the industry, for display purpose |
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69 Year last_prod_year; ///< last year of production |
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70 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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71 |
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72 IndustryID index; ///< index of the industry in the pool of industries |
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73 }; |
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74 |
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75 struct IndustryTileTable { |
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76 TileIndexDiffC ti; |
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77 IndustryGfx gfx; |
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78 }; |
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79 |
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80 /** |
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81 * Defines the data structure for constructing industry. |
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82 */ |
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83 struct IndustrySpec { |
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84 const IndustryTileTable *const *table;///< List of the tiles composing the industry |
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85 byte num_table; ///< Number of elements in the table |
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86 byte cost_multiplier; ///< Base cost multiplier*/ |
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87 IndustryType conflicting[3]; ///< Industries this industry cannot be close to |
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88 byte check_proc; ///< Index to a procedure to check for conflicting circumstances |
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89 CargoID produced_cargo[2]; |
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90 byte production_rate[2]; |
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91 byte minimal_cargo; ///< minimum amount of cargo transported to the stations |
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92 ///< If the waiting cargo is less than this number, no cargo is moved to it |
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93 CargoID accepts_cargo[3]; ///< 3 accepted cargos |
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94 IndustryLifeType life_type; ///< This is also known as Industry production flag, in newgrf specs |
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95 byte climate_availability; ///< Bitmask, giving landscape enums as bit position |
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96 IndustyBehaviour behaviour; ///< How this industry will behave, and how others entities can use it |
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97 StringID name; ///< Displayed name of the industry |
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98 StringID new_industry_text; ///< Message appearing when the industry is built |
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99 StringID closure_text; ///< Message appearing when the industry closes |
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100 StringID production_up_text; ///< Message appearing when the industry's production is increasing |
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101 StringID production_down_text; ///< Message appearing when the industry's production is decreasing |
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102 }; |
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103 |
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104 /** |
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105 * Defines the data structure of each indivudual tile of an industry. |
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106 */ |
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107 struct IndustryTileSpec { |
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108 CargoID accepts_cargo[3]; ///< Cargo accepted by this tile |
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109 Slope slopes_refused; ///< slope pattern on which this tile cannot be built |
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110 byte anim_production; ///< Animation frame to start when goods are produced |
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111 byte anim_next; ///< Next frame in an animation |
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112 bool anim_state; ///< When true, the tile has to be drawn using the animation |
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113 ///< state instead of the construction state |
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114 }; |
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115 |
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116 const IndustrySpec *GetIndustrySpec(IndustryType thistype); ///< Array of industries default data |
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117 const IndustryTileSpec *GetIndustryTileSpec(IndustryGfx gfx); ///< Array of industry tiles default data |
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118 |
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119 DECLARE_OLD_POOL(Industry, Industry, 3, 8000) |
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120 |
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121 /** |
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122 * Check if an Industry really exists. |
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123 * @param industry to check |
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124 * @return true if position is a valid one |
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125 */ |
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126 static inline bool IsValidIndustry(const Industry *industry) |
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127 { |
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128 return industry->xy != 0; |
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129 } |
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130 |
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131 /** |
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132 * Check if an Industry exists whithin the pool of industries |
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133 * @param index of the desired industry |
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134 * @return true if it is inside the pool |
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135 */ |
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136 static inline bool IsValidIndustryID(IndustryID index) |
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137 { |
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138 return index < GetIndustryPoolSize() && IsValidIndustry(GetIndustry(index)); |
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139 } |
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140 |
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141 VARDEF int _total_industries; //general counter |
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142 |
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143 static inline IndustryID GetMaxIndustryIndex() |
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144 { |
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145 /* TODO - This isn't the real content of the function, but |
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146 * with the new pool-system this will be replaced with one that |
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147 * _really_ returns the highest index. Now it just returns |
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148 * the next safe value we are sure about everything is below. |
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149 */ |
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150 return GetIndustryPoolSize() - 1; |
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151 } |
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152 |
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153 static inline uint GetNumIndustries() |
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154 { |
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155 return _total_industries; |
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156 } |
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157 |
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158 /** |
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159 * Return a random valid industry. |
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160 */ |
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161 static inline Industry *GetRandomIndustry() |
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162 { |
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163 int num = RandomRange(GetNumIndustries()); |
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164 IndustryID index = INVALID_INDUSTRY; |
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165 |
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166 if (GetNumIndustries() == 0) return NULL; |
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167 |
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168 while (num >= 0) { |
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169 num--; |
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170 index++; |
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171 |
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172 /* Make sure we have a valid industry */ |
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173 while (!IsValidIndustryID(index)) { |
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174 index++; |
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175 assert(index <= GetMaxIndustryIndex()); |
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176 } |
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177 } |
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178 |
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179 return GetIndustry(index); |
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180 } |
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181 |
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182 void DestroyIndustry(Industry *i); |
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183 |
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184 static inline void DeleteIndustry(Industry *i) |
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185 { |
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186 DestroyIndustry(i); |
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187 i->xy = 0; |
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188 } |
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189 |
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190 #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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191 #define FOR_ALL_INDUSTRIES(i) FOR_ALL_INDUSTRIES_FROM(i, 0) |
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192 |
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193 VARDEF const Industry** _industry_sort; |
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194 VARDEF bool _industry_sort_dirty; |
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195 |
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196 |
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197 void DeleteIndustry(Industry *is); |
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198 void PlantRandomFarmField(const Industry *i); |
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199 |
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200 enum { |
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201 IT_COAL_MINE = 0, |
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202 IT_POWER_STATION = 1, |
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203 IT_SAWMILL = 2, |
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204 IT_FOREST = 3, |
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205 IT_OIL_REFINERY = 4, |
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206 IT_OIL_RIG = 5, |
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207 IT_FACTORY = 6, |
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208 IT_PRINTING_WORKS = 7, |
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209 IT_STEEL_MILL = 8, |
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210 IT_FARM = 9, |
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211 IT_COPPER_MINE = 10, |
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212 IT_OIL_WELL = 11, |
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213 IT_BANK_TEMP = 12, |
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214 IT_FOOD_PROCESS = 13, |
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215 IT_PAPER_MILL = 14, |
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216 IT_GOLD_MINE = 15, |
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217 IT_BANK_TROPIC_ARCTIC = 16, |
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218 IT_DIAMOND_MINE = 17, |
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219 IT_IRON_MINE = 18, |
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220 IT_FRUIT_PLANTATION = 19, |
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221 IT_RUBBER_PLANTATION = 20, |
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222 IT_WATER_SUPPLY = 21, |
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223 IT_WATER_TOWER = 22, |
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224 IT_FACTORY_2 = 23, |
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225 IT_FARM_2 = 24, |
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226 IT_LUMBER_MILL = 25, |
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227 IT_COTTON_CANDY = 26, |
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228 IT_CANDY_FACTORY = 27, |
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229 IT_BATTERY_FARM = 28, |
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230 IT_COLA_WELLS = 29, |
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231 IT_TOY_SHOP = 30, |
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232 IT_TOY_FACTORY = 31, |
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233 IT_PLASTIC_FOUNTAINS = 32, |
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234 IT_FIZZY_DRINK_FACTORY = 33, |
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235 IT_BUBBLE_GENERATOR = 34, |
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236 IT_TOFFEE_QUARRY = 35, |
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237 IT_SUGAR_MINE = 36, |
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238 IT_END, |
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239 IT_INVALID = 255, |
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240 }; |
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241 |
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242 #endif /* INDUSTRY_H */ |