186 lines
		
	
	
		
			6.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			186 lines
		
	
	
		
			6.9 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 industry.h Base of all industries. */
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| 
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| #ifndef INDUSTRY_H
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| #define INDUSTRY_H
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| 
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| #include "newgrf_storage.h"
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| #include "subsidy_type.h"
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| #include "industry_map.h"
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| #include "tilearea_type.h"
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| 
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| 
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| typedef Pool<Industry, IndustryID, 64, 64000> IndustryPool;
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| extern IndustryPool _industry_pool;
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| 
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| /**
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|  * Production level maximum, minimum and default values.
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|  * It is not a value been really used in order to change, but rather an indicator
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|  * of how the industry is behaving.
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|  */
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| enum ProductionLevels {
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| 	PRODLEVEL_CLOSURE = 0x00,  ///< signal set to actually close the industry
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| 	PRODLEVEL_MINIMUM = 0x04,  ///< below this level, the industry is set to be closing
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| 	PRODLEVEL_DEFAULT = 0x10,  ///< default level set when the industry is created
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| 	PRODLEVEL_MAXIMUM = 0x80,  ///< the industry is running at full speed
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| };
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| 
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| /**
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|  * Defines the internal data of a functional industry.
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|  */
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| struct Industry : IndustryPool::PoolItem<&_industry_pool> {
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| 	TileArea location;                  ///< Location of the industry
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| 	Town *town;                         ///< Nearest town
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| 	CargoID produced_cargo[2];          ///< 2 production cargo slots
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| 	uint16 produced_cargo_waiting[2];   ///< amount of cargo produced per cargo
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| 	uint16 incoming_cargo_waiting[3];   ///< incoming cargo waiting to be processed
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| 	byte production_rate[2];            ///< production rate for each cargo
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| 	byte prod_level;                    ///< general production level
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| 	CargoID accepts_cargo[3];           ///< 3 input cargo slots
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| 	uint16 this_month_production[2];    ///< stats of this month's production per cargo
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| 	uint16 this_month_transported[2];   ///< stats of this month's transport per cargo
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| 	byte last_month_pct_transported[2]; ///< percentage transported per cargo in the last full month
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| 	uint16 last_month_production[2];    ///< total units produced per cargo in the last full month
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| 	uint16 last_month_transported[2];   ///< total units transported per cargo in the last full month
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| 	uint16 counter;                     ///< used for animation and/or production (if available cargo)
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| 
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| 	IndustryType type;                  ///< type of industry.
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| 	OwnerByte owner;                    ///< owner of the industry.  Which SHOULD always be (imho) OWNER_NONE
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| 	byte random_colour;                 ///< randomized colour of the industry, for display purpose
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| 	Year last_prod_year;                ///< last year of production
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| 	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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| 
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| 	PartOfSubsidyByte part_of_subsidy;  ///< NOSAVE: is this industry a source/destination of a subsidy?
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| 
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| 	OwnerByte founder;                  ///< Founder of the industry
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| 	Date construction_date;             ///< Date of the construction of the industry
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| 	uint8 construction_type;            ///< Way the industry was constructed (@see IndustryConstructionType)
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| 	Date last_cargo_accepted_at;        ///< Last day cargo was accepted by this industry
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| 	byte selected_layout;               ///< Which tile layout was used when creating the industry
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| 
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| 	byte random_triggers;               ///< Triggers for the random
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| 	uint16 random;                      ///< Random value used for randomisation of all kinds of things
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| 
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| 	PersistentStorage *psa;             ///< Persistent storage for NewGRF industries.
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| 
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| 	Industry(TileIndex tile = INVALID_TILE) : location(tile, 0, 0) {}
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| 	~Industry();
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| 
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| 	void RecomputeProductionMultipliers();
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| 
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| 	/**
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| 	 * Check if a given tile belongs to this industry.
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| 	 * @param tile The tile to check.
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| 	 * @return True if the tile is part of this industry.
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| 	 */
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| 	inline bool TileBelongsToIndustry(TileIndex tile) const
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| 	{
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| 		return IsTileType(tile, MP_INDUSTRY) && GetIndustryIndex(tile) == this->index;
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| 	}
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| 
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| 	/**
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| 	 * Get the industry of the given tile
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| 	 * @param tile the tile to get the industry from
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| 	 * @pre IsTileType(t, MP_INDUSTRY)
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| 	 * @return the industry
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| 	 */
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| 	static inline Industry *GetByTile(TileIndex tile)
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| 	{
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| 		return Industry::Get(GetIndustryIndex(tile));
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| 	}
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| 
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| 	static Industry *GetRandom();
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| 	static void PostDestructor(size_t index);
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| 
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| 	/**
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| 	 * Increment the count of industries for this type.
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| 	 * @param type IndustryType to increment
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| 	 * @pre type < NUM_INDUSTRYTYPES
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| 	 */
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| 	static inline void IncIndustryTypeCount(IndustryType type)
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| 	{
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| 		assert(type < NUM_INDUSTRYTYPES);
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| 		counts[type]++;
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| 	}
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| 
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| 	/**
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| 	 * Decrement the count of industries for this type.
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| 	 * @param type IndustryType to decrement
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| 	 * @pre type < NUM_INDUSTRYTYPES
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| 	 */
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| 	static inline void DecIndustryTypeCount(IndustryType type)
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| 	{
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| 		assert(type < NUM_INDUSTRYTYPES);
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| 		counts[type]--;
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| 	}
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| 
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| 	/**
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| 	 * Get the count of industries for this type.
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| 	 * @param type IndustryType to query
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| 	 * @pre type < NUM_INDUSTRYTYPES
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| 	 */
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| 	static inline uint16 GetIndustryTypeCount(IndustryType type)
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| 	{
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| 		assert(type < NUM_INDUSTRYTYPES);
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| 		return counts[type];
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| 	}
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| 
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| 	/** Resets industry counts. */
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| 	static inline void ResetIndustryCounts()
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| 	{
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| 		memset(&counts, 0, sizeof(counts));
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| 	}
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| 
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| protected:
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| 	static uint16 counts[NUM_INDUSTRYTYPES]; ///< Number of industries per type ingame
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| };
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| 
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| void PlantRandomFarmField(const Industry *i);
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| 
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| void ReleaseDisastersTargetingIndustry(IndustryID);
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| 
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| bool IsTileForestIndustry(TileIndex tile);
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| 
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| #define FOR_ALL_INDUSTRIES_FROM(var, start) FOR_ALL_ITEMS_FROM(Industry, industry_index, var, start)
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| #define FOR_ALL_INDUSTRIES(var) FOR_ALL_INDUSTRIES_FROM(var, 0)
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| 
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| /** Data for managing the number of industries of a single industry type. */
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| struct IndustryTypeBuildData {
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| 	uint32 probability;  ///< Relative probability of building this industry.
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| 	byte   min_number;   ///< Smallest number of industries that should exist (either \c 0 or \c 1).
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| 	uint16 target_count; ///< Desired number of industries of this type.
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| 	uint16 max_wait;     ///< Starting number of turns to wait (copied to #wait_count).
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| 	uint16 wait_count;   ///< Number of turns to wait before trying to build again.
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| 
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| 	void Reset();
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| 
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| 	bool GetIndustryTypeData(IndustryType it);
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| };
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| 
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| /**
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|  * Data for managing the number and type of industries in the game.
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|  */
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| struct IndustryBuildData {
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| 	IndustryTypeBuildData builddata[NUM_INDUSTRYTYPES]; ///< Industry build data for every industry type.
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| 	uint32 wanted_inds; ///< Number of wanted industries (bits 31-16), and a fraction (bits 15-0).
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| 
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| 	void Reset();
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| 
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| 	void SetupTargetCount();
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| 	void TryBuildNewIndustry();
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| 
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| 	void MonthlyLoop();
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| };
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| 
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| extern IndustryBuildData _industry_builder;
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| 
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| #endif /* INDUSTRY_H */
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