/* * This file is part of OpenTTD. * 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. * 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. * 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 . */ /** @file industrytype.h %Industry type specs. */ #ifndef INDUSTRYTYPE_H #define INDUSTRYTYPE_H #include "map_type.h" #include "slope_type.h" #include "industry_type.h" #include "landscape_type.h" #include "cargo_type.h" #include "newgrf_animation_type.h" #include "newgrf_commons.h" /** Available types of industry lifetimes. */ enum IndustryLifeType { INDUSTRYLIFE_BLACK_HOLE = 0, ///< Like power plants and banks INDUSTRYLIFE_EXTRACTIVE = 1 << 0, ///< Like mines INDUSTRYLIFE_ORGANIC = 1 << 1, ///< Like forests INDUSTRYLIFE_PROCESSING = 1 << 2, ///< Like factories }; /** * Available procedures to check whether an industry may build at a given location. * @see CheckNewIndustryProc, _check_new_industry_procs[] */ enum CheckProc { CHECK_NOTHING, ///< Always succeeds. CHECK_FOREST, ///< %Industry should be build above snow-line in arctic climate. CHECK_REFINERY, ///< %Industry should be positioned near edge of the map. CHECK_FARM, ///< %Industry should be below snow-line in arctic. CHECK_PLANTATION, ///< %Industry should NOT be in the desert. CHECK_WATER, ///< %Industry should be in the desert. CHECK_LUMBERMILL, ///< %Industry should be in the rain forest. CHECK_BUBBLEGEN, ///< %Industry should be in low land. CHECK_OIL_RIG, ///< Industries at sea should be positioned near edge of the map. CHECK_END, ///< End marker of the industry check procedures. }; /** How was the industry created */ enum IndustryConstructionType { ICT_UNKNOWN, ///< in previous game version or without newindustries activated ICT_NORMAL_GAMEPLAY, ///< either by user or random creation process ICT_MAP_GENERATION, ///< during random map creation ICT_SCENARIO_EDITOR, ///< while editing a scenario }; /** Various industry behaviours mostly to represent original TTD specialities */ enum IndustryBehaviour { INDUSTRYBEH_NONE = 0, INDUSTRYBEH_PLANT_FIELDS = 1 << 0, ///< periodically plants fields around itself (temp and arctic farms) INDUSTRYBEH_CUT_TREES = 1 << 1, ///< cuts trees and produce first output cargo from them (lumber mill) INDUSTRYBEH_BUILT_ONWATER = 1 << 2, ///< is built on water (oil rig) INDUSTRYBEH_TOWN1200_MORE = 1 << 3, ///< can only be built in towns larger than 1200 inhabitants (temperate bank) INDUSTRYBEH_ONLY_INTOWN = 1 << 4, ///< can only be built in towns (arctic/tropic banks, water tower) INDUSTRYBEH_ONLY_NEARTOWN = 1 << 5, ///< is always built near towns (toy shop) INDUSTRYBEH_PLANT_ON_BUILT = 1 << 6, ///< Fields are planted around when built (all farms) INDUSTRYBEH_DONT_INCR_PROD = 1 << 7, ///< do not increase production (oil wells) in the temperate climate INDUSTRYBEH_BEFORE_1950 = 1 << 8, ///< can only be built before 1950 (oil wells) INDUSTRYBEH_AFTER_1960 = 1 << 9, ///< can only be built after 1960 (oil rigs) INDUSTRYBEH_AI_AIRSHIP_ROUTES = 1 << 10, ///< ai will attempt to establish air/ship routes to this industry (oil rig) INDUSTRYBEH_AIRPLANE_ATTACKS = 1 << 11, ///< can be exploded by a military airplane (oil refinery) INDUSTRYBEH_CHOPPER_ATTACKS = 1 << 12, ///< can be exploded by a military helicopter (factory) INDUSTRYBEH_CAN_SUBSIDENCE = 1 << 13, ///< can cause a subsidence (coal mine, shaft that collapses) /* The following flags are only used for newindustries and do no represent any normal behaviour */ INDUSTRYBEH_PROD_MULTI_HNDLING = 1 << 14, ///< Automatic production multiplier handling INDUSTRYBEH_PRODCALLBACK_RANDOM = 1 << 15, ///< Production callback needs random bits in var 10 INDUSTRYBEH_NOBUILT_MAPCREATION = 1 << 16, ///< Do not force one instance of this type to appear on map generation INDUSTRYBEH_CANCLOSE_LASTINSTANCE = 1 << 17, ///< Allow closing down the last instance of this type INDUSTRYBEH_CARGOTYPES_UNLIMITED = 1 << 18, ///< Allow produced/accepted cargoes callbacks to supply more than 2 and 3 types INDUSTRYBEH_NO_PAX_PROD_CLAMP = 1 << 19, ///< Do not clamp production of passengers. (smooth economy only) }; DECLARE_ENUM_AS_BIT_SET(IndustryBehaviour) /** Flags for miscellaneous industry tile specialities */ enum IndustryTileSpecialFlags { INDTILE_SPECIAL_NONE = 0, INDTILE_SPECIAL_NEXTFRAME_RANDOMBITS = 1 << 0, ///< Callback 0x26 needs random bits INDTILE_SPECIAL_ACCEPTS_ALL_CARGO = 1 << 1, ///< Tile always accepts all cargoes the associated industry accepts }; DECLARE_ENUM_AS_BIT_SET(IndustryTileSpecialFlags) /** Definition of one tile in an industry tile layout */ struct IndustryTileLayoutTile { TileIndexDiffC ti; IndustryGfx gfx; }; /** A complete tile layout for an industry is a list of tiles */ using IndustryTileLayout = std::vector; /** * Defines the data structure for constructing industry. */ struct IndustrySpec { std::vector layouts; ///< List of possible tile layouts for the industry uint8_t cost_multiplier; ///< Base construction cost multiplier. uint32_t removal_cost_multiplier; ///< Base removal cost multiplier. uint32_t prospecting_chance; ///< Chance prospecting succeeds IndustryType conflicting[3]; ///< Industries this industry cannot be close to uint8_t check_proc; ///< Index to a procedure to check for conflicting circumstances std::array produced_cargo; std::variant produced_cargo_label[INDUSTRY_NUM_OUTPUTS]; uint8_t 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. */ uint8_t minimal_cargo; std::array accepts_cargo; ///< 16 accepted cargoes. std::variant accepts_cargo_label[INDUSTRY_NUM_INPUTS]; uint16_t 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 uint8_t climate_availability; ///< Bitmask, giving landscape enums as bit position IndustryBehaviour behaviour; ///< How this industry will behave, and how others entities can use it uint8_t 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 uint8_t appear_ingame[NUM_LANDSCAPE]; ///< Probability of appearance in game uint8_t appear_creation[NUM_LANDSCAPE]; ///< Probability of appearance during map creation /* Newgrf data */ uint16_t callback_mask; ///< Bitmask of industry callbacks that have to be called bool enabled; ///< entity still available (by default true).newgrf can disable it, though GRFFileProps grf_prop; ///< properties related to the grf file std::vector random_sounds; ///< Random sounds; bool IsRawIndustry() const; bool IsProcessingIndustry() const; Money GetConstructionCost() const; Money GetRemovalCost() const; bool UsesOriginalEconomy() const; }; /** * 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 { std::array accepts_cargo; ///< Cargo accepted by this tile std::array, INDUSTRY_NUM_INPUTS> accepts_cargo_label; std::array acceptance; ///< Level of acceptance per cargo type (signed, may be negative!) Slope slopes_refused; ///< slope pattern on which this tile cannot be built uint8_t anim_production; ///< Animation frame to start when goods are produced uint8_t anim_next; ///< Next frame in an animation /** * When true, the tile has to be drawn using the animation * state instead of the construction state */ bool anim_state; /* Newgrf data */ uint8_t callback_mask; ///< Bitmask of industry tile callbacks that have to be called AnimationInfo animation; ///< Information about the animation (is it looping, how many loops etc) IndustryTileSpecialFlags special_flags; ///< Bitmask of extra flags used by the tile bool enabled; ///< entity still available (by default true).newgrf can disable it, though GRFFileProps grf_prop; ///< properties related to the grf file }; /* industry_cmd.cpp*/ const IndustrySpec *GetIndustrySpec(IndustryType thistype); ///< Array of industries data const IndustryTileSpec *GetIndustryTileSpec(IndustryGfx gfx); ///< Array of industry tiles data void ResetIndustries(); /* writable arrays of specs */ extern IndustrySpec _industry_specs[NUM_INDUSTRYTYPES]; extern IndustryTileSpec _industry_tile_specs[NUM_INDUSTRYTILES]; /* industry_gui.cpp */ void SortIndustryTypes(); /* Industry types sorted alphabetically by name. */ extern std::array _sorted_industry_types; /** * Do industry gfx ID translation for NewGRFs. * @param gfx the type to get the override for. * @return the gfx to actually work with. */ inline IndustryGfx GetTranslatedIndustryTileID(IndustryGfx gfx) { /* the 0xFF should be GFX_WATERTILE_SPECIALCHECK but for reasons of include mess, * we'll simplify the writing. * Basically, the first test is required since the GFX_WATERTILE_SPECIALCHECK value * will never be assigned as a tile index and is only required in order to do some * tests while building the industry (as in WATER REQUIRED */ if (gfx != 0xFF) { assert(gfx < INVALID_INDUSTRYTILE); const IndustryTileSpec *it = &_industry_tile_specs[gfx]; return it->grf_prop.override == INVALID_INDUSTRYTILE ? gfx : it->grf_prop.override; } else { return gfx; } } static const uint8_t IT_INVALID = 255; #endif /* INDUSTRYTYPE_H */