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

@@ -95,45 +95,48 @@ struct IndustryTileTable {
IndustryGfx gfx;
};
const int INDUSTRY_NUM_INPUTS = 16; ///< Number of cargo types an industry can accept
const int INDUSTRY_NUM_OUTPUTS = 16; ///< Number of cargo types an industry can produce
/**
* 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.
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];
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.
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[INDUSTRY_NUM_OUTPUTS];
byte production_rate[INDUSTRY_NUM_OUTPUTS];
/**
* minimum amount of cargo transported to the stations.
* If the waiting cargo is less than this number, no cargo is moved to it.
*/
byte minimal_cargo;
CargoID accepts_cargo[3]; ///< 3 accepted cargoes.
uint16 input_cargo_multiplier[3][2]; ///< Input cargo multipliers (multiply amount of incoming cargo for the produced cargoes)
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.
CargoID accepts_cargo[INDUSTRY_NUM_INPUTS]; ///< 16 accepted cargoes.
uint16 input_cargo_multiplier[INDUSTRY_NUM_INPUTS][INDUSTRY_NUM_OUTPUTS]; ///< Input cargo multipliers (multiply amount of incoming cargo for the produced cargoes)
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_mask; ///< Bitmask of industry callbacks that have to be called
uint8 cleanup_flag; ///< flags indicating which data should be freed upon cleaning up
bool enabled; ///< entity still available (by default true).newgrf can disable it, though
GRFFileProps grf_prop; ///< properties related to the grf file
uint16 callback_mask; ///< Bitmask of industry callbacks that have to be called
uint8 cleanup_flag; ///< flags indicating which data should be freed upon cleaning up
bool enabled; ///< entity still available (by default true).newgrf can disable it, though
GRFFileProps grf_prop; ///< properties related to the grf file
bool IsRawIndustry() const;
bool IsProcessingIndustry() const;
@@ -144,6 +147,7 @@ struct IndustrySpec {
/**
* Defines the data structure of each individual tile of an industry.
* @note A tile can at most accept 3 types of cargo, even if an industry as a whole can accept more types.
*/
struct IndustryTileSpec {
CargoID accepts_cargo[3]; ///< Cargo accepted by this tile