Add: Industries can produce and accept up to 16 different cargoes

This commit is contained in:
Niels Martin Hansen
2018-07-25 19:20:17 +02:00
parent 32b9ee7063
commit 8859381d30
12 changed files with 165 additions and 116 deletions

View File

@@ -15,6 +15,7 @@
#include "newgrf_storage.h"
#include "subsidy_type.h"
#include "industry_map.h"
#include "industrytype.h"
#include "tilearea_type.h"
@@ -37,20 +38,20 @@ enum ProductionLevels {
* Defines the internal data of a functional industry.
*/
struct Industry : IndustryPool::PoolItem<&_industry_pool> {
TileArea location; ///< Location of the industry
Town *town; ///< Nearest town
CargoID produced_cargo[2]; ///< 2 production cargo slots
uint16 produced_cargo_waiting[2]; ///< amount of cargo produced per cargo
uint16 incoming_cargo_waiting[3]; ///< incoming cargo waiting to be processed
byte production_rate[2]; ///< production rate for each cargo
byte prod_level; ///< general production level
CargoID accepts_cargo[3]; ///< 3 input cargo slots
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)
TileArea location; ///< Location of the industry
Town *town; ///< Nearest town
CargoID produced_cargo[INDUSTRY_NUM_OUTPUTS]; ///< 16 production cargo slots
uint16 produced_cargo_waiting[INDUSTRY_NUM_OUTPUTS]; ///< amount of cargo produced per cargo
uint16 incoming_cargo_waiting[INDUSTRY_NUM_INPUTS]; ///< incoming cargo waiting to be processed
byte production_rate[INDUSTRY_NUM_OUTPUTS]; ///< production rate for each cargo
byte prod_level; ///< general production level
CargoID accepts_cargo[INDUSTRY_NUM_INPUTS]; ///< 16 input cargo slots
uint16 this_month_production[INDUSTRY_NUM_OUTPUTS]; ///< stats of this month's production per cargo
uint16 this_month_transported[INDUSTRY_NUM_OUTPUTS]; ///< stats of this month's transport per cargo
byte last_month_pct_transported[INDUSTRY_NUM_OUTPUTS]; ///< percentage transported per cargo in the last full month
uint16 last_month_production[INDUSTRY_NUM_OUTPUTS]; ///< total units produced per cargo in the last full month
uint16 last_month_transported[INDUSTRY_NUM_OUTPUTS]; ///< 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.
OwnerByte owner; ///< owner of the industry. Which SHOULD always be (imho) OWNER_NONE