Add: Industries can produce and accept up to 16 different cargoes
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@@ -95,45 +95,48 @@ struct IndustryTileTable {
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IndustryGfx gfx;
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};
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const int INDUSTRY_NUM_INPUTS = 16; ///< Number of cargo types an industry can accept
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const int INDUSTRY_NUM_OUTPUTS = 16; ///< Number of cargo types an industry can produce
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/**
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* Defines the data structure for constructing industry.
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*/
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struct IndustrySpec {
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const IndustryTileTable * const *table;///< List of the tiles composing the industry
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byte num_table; ///< Number of elements in the table
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uint8 cost_multiplier; ///< Base construction cost multiplier.
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uint32 removal_cost_multiplier; ///< Base removal cost multiplier.
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uint32 prospecting_chance; ///< Chance prospecting succeeds
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IndustryType conflicting[3]; ///< Industries this industry cannot be close to
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byte check_proc; ///< Index to a procedure to check for conflicting circumstances
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CargoID produced_cargo[2];
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byte production_rate[2];
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const IndustryTileTable * const *table; ///< List of the tiles composing the industry
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byte num_table; ///< Number of elements in the table
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uint8 cost_multiplier; ///< Base construction cost multiplier.
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uint32 removal_cost_multiplier; ///< Base removal cost multiplier.
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uint32 prospecting_chance; ///< Chance prospecting succeeds
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IndustryType conflicting[3]; ///< Industries this industry cannot be close to
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byte check_proc; ///< Index to a procedure to check for conflicting circumstances
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CargoID produced_cargo[INDUSTRY_NUM_OUTPUTS];
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byte production_rate[INDUSTRY_NUM_OUTPUTS];
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/**
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* minimum amount of cargo transported to the stations.
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* If the waiting cargo is less than this number, no cargo is moved to it.
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*/
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byte minimal_cargo;
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CargoID accepts_cargo[3]; ///< 3 accepted cargoes.
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uint16 input_cargo_multiplier[3][2]; ///< Input cargo multipliers (multiply amount of incoming cargo for the produced cargoes)
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IndustryLifeType life_type; ///< This is also known as Industry production flag, in newgrf specs
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byte climate_availability; ///< Bitmask, giving landscape enums as bit position
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IndustryBehaviour behaviour; ///< How this industry will behave, and how others entities can use it
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byte map_colour; ///< colour used for the small map
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StringID name; ///< Displayed name of the industry
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StringID new_industry_text; ///< Message appearing when the industry is built
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StringID closure_text; ///< Message appearing when the industry closes
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StringID production_up_text; ///< Message appearing when the industry's production is increasing
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StringID production_down_text; ///< Message appearing when the industry's production is decreasing
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StringID station_name; ///< Default name for nearby station
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byte appear_ingame[NUM_LANDSCAPE]; ///< Probability of appearance in game
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byte appear_creation[NUM_LANDSCAPE]; ///< Probability of appearance during map creation
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uint8 number_of_sounds; ///< Number of sounds available in the sounds array
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const uint8 *random_sounds; ///< array of random sounds.
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CargoID accepts_cargo[INDUSTRY_NUM_INPUTS]; ///< 16 accepted cargoes.
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uint16 input_cargo_multiplier[INDUSTRY_NUM_INPUTS][INDUSTRY_NUM_OUTPUTS]; ///< Input cargo multipliers (multiply amount of incoming cargo for the produced cargoes)
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IndustryLifeType life_type; ///< This is also known as Industry production flag, in newgrf specs
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byte climate_availability; ///< Bitmask, giving landscape enums as bit position
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IndustryBehaviour behaviour; ///< How this industry will behave, and how others entities can use it
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byte map_colour; ///< colour used for the small map
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StringID name; ///< Displayed name of the industry
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StringID new_industry_text; ///< Message appearing when the industry is built
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StringID closure_text; ///< Message appearing when the industry closes
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StringID production_up_text; ///< Message appearing when the industry's production is increasing
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StringID production_down_text; ///< Message appearing when the industry's production is decreasing
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StringID station_name; ///< Default name for nearby station
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byte appear_ingame[NUM_LANDSCAPE]; ///< Probability of appearance in game
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byte appear_creation[NUM_LANDSCAPE]; ///< Probability of appearance during map creation
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uint8 number_of_sounds; ///< Number of sounds available in the sounds array
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const uint8 *random_sounds; ///< array of random sounds.
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/* Newgrf data */
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uint16 callback_mask; ///< Bitmask of industry callbacks that have to be called
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uint8 cleanup_flag; ///< flags indicating which data should be freed upon cleaning up
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bool enabled; ///< entity still available (by default true).newgrf can disable it, though
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GRFFileProps grf_prop; ///< properties related to the grf file
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uint16 callback_mask; ///< Bitmask of industry callbacks that have to be called
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uint8 cleanup_flag; ///< flags indicating which data should be freed upon cleaning up
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bool enabled; ///< entity still available (by default true).newgrf can disable it, though
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GRFFileProps grf_prop; ///< properties related to the grf file
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bool IsRawIndustry() const;
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bool IsProcessingIndustry() const;
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@@ -144,6 +147,7 @@ struct IndustrySpec {
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/**
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* Defines the data structure of each individual tile of an industry.
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* @note A tile can at most accept 3 types of cargo, even if an industry as a whole can accept more types.
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*/
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struct IndustryTileSpec {
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CargoID accepts_cargo[3]; ///< Cargo accepted by this tile
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