205 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			205 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| /* $Id$ */
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| 
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| /*
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|  * This file is part of OpenTTD.
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|  * 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.
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|  * 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.
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|  * 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/>.
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|  */
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| 
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| /** @file industrytype.h %Industry type specs. */
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| 
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| #ifndef INDUSTRYTYPE_H
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| #define INDUSTRYTYPE_H
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| 
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| #include "map_type.h"
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| #include "slope_type.h"
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| #include "industry_type.h"
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| #include "landscape_type.h"
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| #include "cargo_type.h"
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| #include "newgrf_animation_type.h"
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| #include "newgrf_commons.h"
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| 
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| enum IndustryCleanupType {
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| 	CLEAN_RANDOMSOUNDS,    ///< Free the dynamically allocated sounds table
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| 	CLEAN_TILELAYOUT,      ///< Free the dynamically allocated tile layout structure
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| };
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| 
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| /** Available types of industry lifetimes. */
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| enum IndustryLifeType {
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| 	INDUSTRYLIFE_BLACK_HOLE =      0, ///< Like power plants and banks
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| 	INDUSTRYLIFE_EXTRACTIVE = 1 << 0, ///< Like mines
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| 	INDUSTRYLIFE_ORGANIC    = 1 << 1, ///< Like forests
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| 	INDUSTRYLIFE_PROCESSING = 1 << 2, ///< Like factories
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| };
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| 
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| /**
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|  * Available procedures to check whether an industry may build at a given location.
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|  * @see CheckNewIndustryProc, _check_new_industry_procs[]
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|  */
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| enum CheckProc {
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| 	CHECK_NOTHING,    ///< Always succeeds.
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| 	CHECK_FOREST,     ///< %Industry should be build above snow-line in arctic climate.
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| 	CHECK_REFINERY,   ///< %Industry should be positioned near edge of the map.
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| 	CHECK_FARM,       ///< %Industry should be below snow-line in arctic.
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| 	CHECK_PLANTATION, ///< %Industry should NOT be in the desert.
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| 	CHECK_WATER,      ///< %Industry should be in the desert.
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| 	CHECK_LUMBERMILL, ///< %Industry should be in the rain forest.
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| 	CHECK_BUBBLEGEN,  ///< %Industry should be in low land.
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| 	CHECK_OIL_RIG,    ///< Industries at sea should be positioned near edge of the map.
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| 	CHECK_END,        ///< End marker of the industry check procedures.
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| };
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| 
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| /** How was the industry created */
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| enum IndustryConstructionType {
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| 	ICT_UNKNOWN,          ///< in previous game version or without newindustries activated
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| 	ICT_NORMAL_GAMEPLAY,  ///< either by user or random creation process
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| 	ICT_MAP_GENERATION,   ///< during random map creation
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| 	ICT_SCENARIO_EDITOR,  ///< while editing a scenario
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| };
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| 
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| /** Various industry behaviours mostly to represent original TTD specialities */
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| enum IndustryBehaviour {
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| 	INDUSTRYBEH_NONE                  =      0,
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| 	INDUSTRYBEH_PLANT_FIELDS          = 1 << 0,  ///< periodically plants fields around itself (temp and arctic farms)
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| 	INDUSTRYBEH_CUT_TREES             = 1 << 1,  ///< cuts trees and produce first output cargo from them (lumber mill)
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| 	INDUSTRYBEH_BUILT_ONWATER         = 1 << 2,  ///< is built on water (oil rig)
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| 	INDUSTRYBEH_TOWN1200_MORE         = 1 << 3,  ///< can only be built in towns larger than 1200 inhabitants (temperate bank)
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| 	INDUSTRYBEH_ONLY_INTOWN           = 1 << 4,  ///< can only be built in towns (arctic/tropic banks, water tower)
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| 	INDUSTRYBEH_ONLY_NEARTOWN         = 1 << 5,  ///< is always built near towns (toy shop)
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| 	INDUSTRYBEH_PLANT_ON_BUILT        = 1 << 6,  ///< Fields are planted around when built (all farms)
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| 	INDUSTRYBEH_DONT_INCR_PROD        = 1 << 7,  ///< do not increase production (oil wells) in the temperate climate
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| 	INDUSTRYBEH_BEFORE_1950           = 1 << 8,  ///< can only be built before 1950 (oil wells)
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| 	INDUSTRYBEH_AFTER_1960            = 1 << 9,  ///< can only be built after 1960 (oil rigs)
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| 	INDUSTRYBEH_AI_AIRSHIP_ROUTES     = 1 << 10, ///< ai will attempt to establish air/ship routes to this industry (oil rig)
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| 	INDUSTRYBEH_AIRPLANE_ATTACKS      = 1 << 11, ///< can be exploded by a military airplane (oil refinery)
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| 	INDUSTRYBEH_CHOPPER_ATTACKS       = 1 << 12, ///< can be exploded by a military helicopter (factory)
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| 	INDUSTRYBEH_CAN_SUBSIDENCE        = 1 << 13, ///< can cause a subsidence (coal mine, shaft that collapses)
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| 	/* The following flags are only used for newindustries and do no represent any normal behaviour */
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| 	INDUSTRYBEH_PROD_MULTI_HNDLING    = 1 << 14, ///< Automatic production multiplier handling
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| 	INDUSTRYBEH_PRODCALLBACK_RANDOM   = 1 << 15, ///< Production callback needs random bits in var 10
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| 	INDUSTRYBEH_NOBUILT_MAPCREATION   = 1 << 16, ///< Do not force one instance of this type to appear on map generation
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| 	INDUSTRYBEH_CANCLOSE_LASTINSTANCE = 1 << 17, ///< Allow closing down the last instance of this type
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| };
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| DECLARE_ENUM_AS_BIT_SET(IndustryBehaviour)
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| 
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| /** Flags for miscellaneous industry tile specialities */
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| enum IndustryTileSpecialFlags {
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| 	INDTILE_SPECIAL_NONE                  = 0,
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| 	INDTILE_SPECIAL_NEXTFRAME_RANDOMBITS  = 1 << 0, ///< Callback 0x26 needs random bits
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| };
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| DECLARE_ENUM_AS_BIT_SET(IndustryTileSpecialFlags)
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| 
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| struct IndustryTileTable {
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| 	TileIndexDiffC ti;
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| 	IndustryGfx gfx;
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| };
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| 
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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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| 	/**
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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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| 	/* 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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| 
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| 	bool IsRawIndustry() const;
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| 	bool IsProcessingIndustry() const;
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| 	Money GetConstructionCost() const;
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| 	Money GetRemovalCost() const;
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| 	bool UsesSmoothEconomy() const;
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| };
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| 
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| /**
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|  * Defines the data structure of each individual tile of an industry.
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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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| 	uint8 acceptance[3];                  ///< Level of acceptance per cargo type
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| 	Slope slopes_refused;                 ///< slope pattern on which this tile cannot be built
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| 	byte anim_production;                 ///< Animation frame to start when goods are produced
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| 	byte anim_next;                       ///< Next frame in an animation
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| 	/**
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| 	 * When true, the tile has to be drawn using the animation
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| 	 * state instead of the construction state
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| 	 */
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| 	bool anim_state;
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| 	/* Newgrf data */
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| 	uint8 callback_mask;                  ///< Bitmask of industry tile callbacks that have to be called
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| 	AnimationInfo animation;              ///< Information about the animation (is it looping, how many loops etc)
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| 	IndustryTileSpecialFlags special_flags; ///< Bitmask of extra flags used by the tile
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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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| };
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| 
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| /* industry_cmd.cpp*/
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| const IndustrySpec *GetIndustrySpec(IndustryType thistype);    ///< Array of industries data
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| const IndustryTileSpec *GetIndustryTileSpec(IndustryGfx gfx);  ///< Array of industry tiles data
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| void ResetIndustries();
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| 
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| /* writable arrays of specs */
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| extern IndustrySpec _industry_specs[NUM_INDUSTRYTYPES];
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| extern IndustryTileSpec _industry_tile_specs[NUM_INDUSTRYTILES];
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| 
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| /* industry_gui.cpp */
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| void SortIndustryTypes();
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| /* Industry types sorted alphabetically by name. */
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| extern IndustryType _sorted_industry_types[NUM_INDUSTRYTYPES];
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| 
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| /**
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|  * Do industry gfx ID translation for NewGRFs.
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|  * @param gfx the type to get the override for.
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|  * @return the gfx to actually work with.
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|  */
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| static inline IndustryGfx GetTranslatedIndustryTileID(IndustryGfx gfx)
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| {
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| 	/* the 0xFF should be GFX_WATERTILE_SPECIALCHECK but for reasons of include mess,
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| 	 * we'll simplify the writing.
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| 	 * Basically, the first test is required since the GFX_WATERTILE_SPECIALCHECK value
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| 	 * will never be assigned as a tile index and is only required in order to do some
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| 	 * tests while building the industry (as in WATER REQUIRED */
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| 	if (gfx != 0xFF) {
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| 		assert(gfx < INVALID_INDUSTRYTILE);
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| 		const IndustryTileSpec *it = &_industry_tile_specs[gfx];
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| 		return it->grf_prop.override == INVALID_INDUSTRYTILE ? gfx : it->grf_prop.override;
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| 	} else {
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| 		return gfx;
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| 	}
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| }
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| 
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| static const uint8 IT_INVALID = 255;
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| 
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| #endif /* INDUSTRYTYPE_H */
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